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Beastmen Compendium

The Beastmen Compendium details the savage and chaotic nature of beastmen, humanoid creatures that embody primal savagery and loathe civilization. They thrive in ancient forests, engaging in violent revelry and raids against more civilized races, often forming temporary alliances with other malevolent entities. The document provides content for gaming, including new spells, lore, and tactics for incorporating beastmen into adventures, emphasizing their impulsive and destructive motivations.

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100% found this document useful (1 vote)
367 views74 pages

Beastmen Compendium

The Beastmen Compendium details the savage and chaotic nature of beastmen, humanoid creatures that embody primal savagery and loathe civilization. They thrive in ancient forests, engaging in violent revelry and raids against more civilized races, often forming temporary alliances with other malevolent entities. The document provides content for gaming, including new spells, lore, and tactics for incorporating beastmen into adventures, emphasizing their impulsive and destructive motivations.

Uploaded by

jerclaes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Beastmen Compendium

I
n the shadowed depths of ancient forests, where The society of the beastmen is characterized by rowdiness,
sunlight scarcely penetrates the dense canopy, the impulsiveness, and a lack of any refined culture. They live for
beastmen gather as they prepare to make war on all the thrill of the hunt, the joy of battle, and the ecstasy of
of civilization. These vile humanoids are a grotesque indulgence in their base desires. Their communities are
blend of horned beast and man, embodying the driven by a brutal hierarchy where strength and savagery are
primal savagery of the animal kingdom and the the only currencies of respect. Hedonism and bloodlust are
cunning malevolence of humanity. Their twisted not just common but celebrated, and their rituals and revels
forms are a mockery of the human shape, with gnarled horns, are debauched affairs that often end in violence or worse.
coarse fur, and bestial visages that inspire fear and revulsion. Despite their apparent lack of sophistication, the beastmen
The beastmen harbor a deep-seated loathing for are not to be underestimated. They possess cunning and
civilization and its creations. They view the structured order knowledge of their woodland domains, making them
of cities and towns as an affront to their wild and chaotic formidable adversaries. Their raids are swift and brutal,
nature, and they take perverse pleasure in despoiling the striking like a tempest and leaving behind only ruin and
works of more civilized races. This hatred is not just despair. In the savage wilds, the beastmen reign supreme, a
ideological but deeply instinctual, driving them to relentless constant reminder of the dark and wild forces that lurk just
acts of destruction and desecration. beyond the boundaries of the civilized world.
Their abode is the untamed wilderness of the dark forests, This document provides content to help you run games
a labyrinthine world of shadows and danger. The beastmen that heavily feature the beastmen or any of the savage
are not alone in these murky realms; they often form creatures that dwell in their forest domain. This content
temporary alliances with other destructive monsters and ranges from new spells used by the beastmen to a bestiary of
malevolent entities that share their disdain for order and the different types of beastmen and the monsters they utilize.
harmony. These dark alliances make the heart of the forests a Whether the players only have a minor side quest featuring
place of nightmares, where few dare to tread. beastmen or an entire campaign, any of the content here can
be used to enhance your games.

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beastmen Forces 18
Table of Contents Managing Primal Fury At Scale ..................................... 18
Running Beastmen Adventures .................................................3 Beastmen Mutations .............................................................. 18

New Spells 4
Avatar of Beasts ........................................................20
Avatar of Beasts ................................................................... 21
Lore of Beasts ................................................................ 4 The Brass Bull ............................................................ 24
Amber Spear .............................................................................. 4
The Brass Bull ..................................................................... 25
Aspect of the Beast ................................................................... 4
Bestial Spirit ...............................................................................5 Bray Speakers ............................................................... 28
Call of the Pack ..........................................................................5 Lesser Bray Speaker ...........................................................29
Impenetrable Pelt ......................................................................5 Bray Speaker ........................................................................31
Monstrous Transformation ......................................................6 Great Bray Speaker .............................................................32
Primal Dominance ....................................................................6 Beastmen Infantry .................................................. 37
Summon Flock .......................................................................... 6
Shorthorn ..............................................................................38
Wild Surge ..................................................................................7 Shorthorn Tormentor ......................................................... 39
Lore of Death ....................................................................9 Shorthorn Raider ................................................................ 40
Aspect of Dread ......................................................................... 9 Shorthorn Stalker ............................................................... 41
Crippling Pain ............................................................................ 9 Longhorn ...............................................................................42
Horrifying Laughter .................................................................. 9 Longhorn Ravager ...............................................................43
Impending Doom .................................................................... 10 Besthorn ................................................................................44
Purple Sun ............................................................................... 10 Besthorn Manripper ............................................................45
Spirit Leech ..............................................................................10 Warhorn .................................................................................47
Wind of Death ..........................................................................10 Beastlord ............................................................................... 48
Lore of Shadow ............................................................. 11 The Dark Omen ..........................................................53
Creeping Strike ....................................................................... 11 The Dark Omen ................................................................... 54
Mindrazors ............................................................................... 11 Megataurs ........................................................................58
Mirror Dance ........................................................................... 11 Megataur ............................................................................... 59
Mystifying Miasma ..................................................................11
Megataur, Blood Brute ....................................................... 60
Penumbral Pendulum ............................................................12
Pit of Shadows ........................................................................ 12 Minotaurs ........................................................................62
Shroud of Dusk ....................................................................... 12 Minotaur ................................................................................62
Unseen Lurker .........................................................................12 Minotaur Flesh Gorger .......................................................63
Withering Resolve ...................................................................12 Minotaur Butcher ................................................................ 64
Minotaur Warbull ................................................................ 65
Lore of The Wild ......................................................... 13 Minotaur Doombull .............................................................66
Devolve ......................................................................................13
Mad Rampage ..........................................................................13 Stoneheart ..................................................................... 69
Mystic Signal ........................................................................... 14 Stoneheart .............................................................................70
Primal Scream ........................................................................ 14
Savage Dominion ....................................................................14
Traitor-Kin ................................................................................ 15
Vile Tide ....................................................................................15

Front Page Art Credit


Karplusan Minotaur - Wayne England, Wizards of the
Coast

2
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Running Beastmen Adventures

T
he setting you're running your adventures in
will help determine the origin of the beastmen
Beastmen Motivations
and how they fit into your world. They may be Most beastmen have simple motivations driven by base
irredeemably evil monsters who serve dark impulses that rarely stretch far into the future. They seek to
gods and seek the downfall of civilization. They gratify their animalistic urges which tend to include violence
may have once been rowdy, uncouth humans and destruction. They also seek to rise in status among their
who succumbed to their wild impulses and clan whenever possible, asserting dominance over others
were cursed with bestial forms. Or, they may be a savage but whenever the opportunity presents itself.
misunderstood race of forest dwellers the players are able to Leaders among the beastmen may have longer-term goals
reason with. that involve bringing about the downfall of towns, cities, or
Regardless of their origins, there are some common traits even whole kingdoms. They find ways to tactically channel
that define the beastmen and the creatures they ally with: the destructive capabilities of their tribe to maximum effect,
allowing them to pursue larger and grander acts of
Driven By Base Urges: All humans experience primal
destruction.
drives that push them towards violence or hedonism and
When role-playing beastmen, don't overthink them. They
must be controlled through discipline and civility.
are usually at the mercy of their destructive impulses and will
Beastmen lack and actively despise such forces of
pursue whatever is most likely to bring them immediate
restraint and wholly give themselves to their debauched
gratification. However, they are not mindless, and many still
urges. They are wild and undisciplined in combat and
possess a low cunning, allowing them to plot ways to achieve
prone to extreme and destructive revelry whenever given
their goals. They also possess a strong sense of self-
the chance. This makes them aggressive and
preservation, which is often at odds with their impulsive
unpredictable enemies but also limits their ability to
nature. Beastmen can very quickly flip from wild abandon to
organize and build anything of value.
panicked cowardess.
Loathing of Civilization: Beastmen lack the ability to
create any civilization's marvelous works, and in turn, they Common Beastmen Motivations
hate all such creations. The creations of civilization allow Destroy Edifice of Civilization (Town, City, Caravan, Etc.)
softer, weaker humanoids to hold them at bay, and as Indulge in Violence or Hedonism
such, beastmen seek to tear down civilization in all its Gain Status in Clan
forms so the playing field can be tipped in their favor. Exact Vengeance on Enemy
While beastmen will readily plunder the works of Appease Primal Gods
civilization for their own use, they will never put any effort Secure Forest Territory
into maintaining anything they've taken.
Tactics of the Beastmen Forces
Might Makes Right: Beastmen society is as uncivilized as
The combat tactics used by the different types of beastmen
one could imagine, and status within their clans is
are described along with each individual creature's
generally determined by strength and intimidation (though
description later in this document. When beastmen forces
some cunning beastmen can rise in power through other
come together to form large war herds, they are able to
means). The leaders of beastmen control their forces
operate with a level of coordination that belies their savage
using such means and must always be ready to put down
and impulsive nature. Though they aren't known for their
challengers while trying to maintain some form of
intelligence, beastmen can employ tactics that resemble a
cohesion among their wild and rowdy kin.
cross between those used by a pack of predatory beasts and a
gang of malicious bullies. They can work together to bring
down powerful targets but get malicious glee when mobbing
vulnerable victims.
Beastmen prefer rapid surprise attacks, relying on wild,
savage, bravado, and bloodlust to immediately put their foes
on the back foot. So long as they are pressing their
advantage, the beastmen can rely on savage aggression to
compensate for their lack of organization. However, if the
tables turn on them, the craven and undisciplined nature of
the beastmen causes their fighting force to quickly begin
losing cohesion as tactics fall apart and many begin to flee.
Only a beastman force led by a powerful leader can maintain
its integrity in the face of such adversity.

Art Credit
Borderland Minotaur - Greg Staples, Wizards of the Coast

3
New Spells
Lore of Beasts
This brand of magic draws on the power of the wilds and the Aspect of the Beast
animals that inhabit them. Those who practice it avoid 4th-level transmutation
civilization and live hermitic lives in the savage and untamed
wilderness. Their magic harnesses the power of the beasts Casting Time: 1 bonus action
they dwell alongside, often by summoning wild spirits or Range: Touch
unleashing the inner savagery of themselves and others to Components: V, S
transform them into primeval creatures. The following spells Duration: Concentration, Up to 1 hour.
are examples of the types of magic users of the Lore of Classes: Druid, Ranger
Beasts often wield. Upon touching a willing creature, you imbue it with bestial
might. For the duration, the creature manifests a bestial
Amber Spear weapon of your choice from the list below. When it takes the
3rd-level evocation Attack action on its turn, it can make an additional attack
Casting Time: 1 action with the bestial weapon as part of that action. The weapon is
Range: 60 feet treated as a simple weapon with which the creature is
Components: V S M (A Piece of Amber) proficient. Unless otherwise stated, it uses its Strength
Duration: Instantaneous modifier for attack and damage rolls made with the weapon.
Classes: Druid, Ranger Ripping Jaws. The creature's mouth becomes filled with
dagger-like teeth. Its jaws deal 2d8 piercing damage on a hit.
You conjure a large amber hunting spear and launch it in a
If the bite damages a creature, the user gains temporary hit
straight line at a point you can see within range. Upon
points equal to half the piercing damage dealt, which last
reaching its destination or striking a solid surface, the spear
until the spell ends.
shatters, producing an explosion within a 10-foot-radius
Tearing Claws. The creature's hands transform into blade-
sphere centered on that point. The spear can pass through
like claws. These claws deal 2d6 slashing damage on a hit
spaces occupied by creatures and objects of large size or
and count as finesse weapons. The creature can choose to
smaller. Each creature the spear moves through, as well as
replace any of its melee attacks made with the Attack action
those within the explosion's radius, must make a Dexterity
with its claws, including any off-hand attacks.
saving throw. On a failed save, a creature takes 6d6 piercing
Ramming Horns. Gnarled horns grow from the creature's
damage; on a successful one, the damage is halved.
head. The horns deal 2d8 bludgeoning damage on a hit. If the
At Higher Levels. When casting this spell using a 4th-level
creature moves at least 15 feet straight toward a target and
spell slot or higher, the range increases by 20 feet and the
then hits it with a horn attack, the attack deals an extra 2d8
damage by 1d6 for each slot level above 3rd.
bludgeoning damage, and if the target is Large or smaller, the
creature can choose to push it up to 15 feet away.

4
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The Quickened Condition
This document references the quickened
condition. A quickened creature gains an additional
action on each of its turns. That action can be used
only to take the Attack (one weapon attack or
unarmed strike only), Dash, Disengage, Hide, or
Use an Object action. The haste spell applies the
quickened condition among its other effects, and a
creature cannot benefit from the quickened
condition from multiple sources at once.

Call of the Pack


5th-level enchantment
Bestial Spirit Casting Time: 1 Bonus Action
4th-level conjuration Range: 60 feet
Casting Time: 1 action Components: V
Range: 40 feet Duration: 1 round
Components: V Classes: Ranger
Duration: Concentration, up to 1 minute Unleashing a primal howl, you stir the wild fervor within your
Classes: Druid, Ranger allies. You and up to three other creatures you are aware of
A Large spectral beast appears at a location you choose within range that can hear you are quickened until the start
within range. Though it appears substantial, it is intangible of your next turn. While quickened this way, these creatures
and can be passed through and occupied by other creatures. gain advantage on attack rolls against any enemy if at least
Any hostile creature within 5 feet of the beast is so one of their allies is within 5 feet of that enemy and the ally
distracted by its presence that it has disadvantage on attack isn't incapacitated.
rolls. At the end of each of your turns, each hostile creature
within 5 feet of the beast must make a Dexterity saving throw
Impenetrable Pelt
5th-level transmutation
as the beast assaults it. The creature takes 4d8 force damage
on a failed save, or half as much on a successful save. Casting Time: 1 action
If a hostile creature moves more than 5 feet away from the Range: 60 feet
beast, that creature must make the same saving throw Components: V, S, M (a tuft of fur)
against the beast's damage effect unless it took the Duration: Concentration, Up to 1 hour
Disengage action. Classes: Druid, Ranger
At the start of each of your turns, if no hostile creatures are You weave magic to sheathe a willing creature you can see
within 5 feet of the beast, it moves up to 40 feet toward the within range in a layer of tough fur and hide. For the spell's
closest hostile creature it can see. The beast has blindsight duration, any bludgeoning, piercing, or slashing damage the
out to 120 feet and is blind beyond this range. target takes is reduced by 5. This reduction applies before
At Higher Levels. When casting this spell using a 5th-level any resistances.
spell slot or higher, the beast's damage increases by 1d4 for At Higher Levels. When you cast this spell using a spell
each slot level above 4th. slot of 6th level or higher, the damage reduction increases by
1 for each slot level above 5th.

5
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Monstrous Transformation Primal Dominance
6th-level transmutation 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: V, S
Duration: Until dispelled Duration: 10 minutes
Classes: Druid, Sorcerer, Warlock Classes: Bard, Druid, Ranger
Drawing from wild energies, you transform into a mighty You emanate a commanding presence, compelling a primal
primal form of your choice: a Feral Manticore, a Ravenous creature to submit. Choose a beast, monstrosity, giant,
Hydra, or a Savage Dragon. While transformed, you adopt dragon, or fey within range that can see and hear you. If the
the stat block of the selected beast (found later in this creature's Intelligence is 8 or higher, the spell has no effect.
document). Your game statistics, including mental ability Otherwise, it must make a Wisdom saving throw. On a failed
scores, are replaced by those of the chosen form, but you save, it becomes charmed and frightened by you until the end
maintain your alignment and personality. of your next turn. Regardless of the save's outcome, you gain
While in this new form: a +5 bonus to Charisma (Intimidation) and Wisdom (Animal
Handling) checks when interacting with that creature until
You assume its hit points. the spell concludes.
Your spell attack modifier and spell save DC replace its At Higher Levels. When you cast this spell using a 3rd-
attack modifiers and saving throw DCs. level spell slot or higher, you can target one additional
If you're reduced to 0 hit points, you make death saving creature for each slot level above 2nd.
throws as usual. If you die, you revert to your true form.
You can't speak, cast spells, or undertake any action Summon Flock
requiring hands or speech. 1st-level conjuration
Your gear melds into your new form, rendering it
Casting Time: 1 action
inaccessible. As such, you can't activate, wield, or benefit
Range: Self
from any of your equipment.
Components: V, S, M (A worm or bug)
To attempt to end the spell, you may use your action to Duration: Concentration, up to 1 hour
make a DC 15 saving throw using your original form's Classes: Druid, Ranger
spellcasting ability modifier. On a successful save, the spell
Upon casting, you summon three crows that circle above you
ends. However, if you fail this save three or more times within
for the duration of the spell. As a bonus action, you can direct
8 hours, you must complete a long rest before attempting to
one of the crows to dive at a creature or object within 120
end the spell again. A remove curse spell will also end the
feet. Make a ranged spell attack against the target. On a hit, it
transformation.
takes 2d4 piercing damage. If the attack is a critical hit, the
If you take a long or short rest in your new form, only your
target is blinded until the start of your next turn. Regardless
new form gains the benefits of the rest
of the outcome, the directed crow is expended. The spell ends
At Higher Levels. When cast using a spell slot of 7th level if all crows are expended. For each crow circling above you,
or higher, the new form gains an additional 25 hit points for you gain a +1 bonus to Wisdom (Perception) checks.
each slot level above 6th. If cast using a 9th-level slot, any
At Higher Levels. When you cast this spell using a 2nd-
features the new form can use only once per day can now be
level spell slot or higher, you summon an additional crow for
used three times per day.
each slot level above 1st.

6
Wild Surge
3rd-level transmutation It gains 20 temporary hit points.
It gains a +2 bonus to AC.
Casting Time: 1 action
It gains a +2 bonus to Strength saving throws and checks.
Range: 30 feet
It gains a +2 bonus to Wisdom (Perception) checks and
Components: V S M (a tuft of fur and a fang)
Charisma (Intimidation) checks.
Duration: Concentration, up to 10 minutes When it hits with a melee weapon attack or unarmed
Classes: Druid, Ranger strike, it deals one extra die of its damage.
Select a willing creature within range to tap into its primal
At Higher Levels. When casting this spell using a 4th-level
nature, transforming it into a bestial form. For the duration of
spell slot or higher, the targeted creature gains an additional
the spell, the creature receives the following benefits:
5 temporary hit points for each slot level above 3rd.

Feral Manticore Actions


Huge monstrosity, unaligned Multiattack. You make three attacks: one with your bite,
one with your claws, and one with your tail spines. If
Armor Class 16 (natural armor) both the claw and bite attacks hit the same target, the
Hit Points 125 target is grappled (escape DC 16). Until this grapple
Speed 40 ft., climb 40 ft., fly 50 ft. ends, you can't use its bite or claw on another target.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 19 (2d12 + 6) piercing damage. If the target
is prone, it takes 32 (4d12 + 6) piercing damage
22 (+6) 16 (+3) 20 (+5) 7 (-2) 16 (+3) 8 (-1) instead.

Skills Perception +6, Stealth +6 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 16 target. Hit: 17 (2d10 + 6) slashing damage.
Languages You understand the languages you can speak Tail Spike. Ranged Weapon Attack: +7 to hit, range
in your normal form 100/200 ft., one target. Hit: 15 (2d8 + 6) piercing
Challenge 8 (3,900 XP) Proficiency Bonus +3 damage plus 10 (3d6) poison damage.
Toxic Volley. You fire six of your tail spikes at a point
Tail Spikes. You have twelve tail spikes. you can see within 100 feet. Each creature in a 15-foot-
Pounce. If you move at least 10 feet straight toward a radius, 15-foot-high cylinder centered on that point
creature and then hit it with a claw attack on the same must make a Dexterity saving throw against your spell
turn, the target must succeed on a DC 16 Strength save DC, taking 15 (2d8 + 6) piercing damage and 10
saving throw or be knocked prone. (3d6) poison damage on a failed save, or half as much
damage on a successful one.
Regrow Spikes (1/Day). You regrow all of your spent
spikes.

7
Ravenous Hydra Reactive Heads. For each head you have beyond the
first, you get an extra reaction that can be used only for
Huge monstrosity, unaligned
opportunity attacks.

Armor Class 16 (natural armor) Wakeful. While you sleep and have more than one head,
Hit Points 125 at least one of your heads can remain awake.
Speed 40 ft., swim 40 ft.
Actions
Multiattack. You make as many bite attacks as you have
STR DEX CON INT WIS CHA heads.
22 (+6) 12 (+1) 20 (+5) 7 (-2) 10 (+0) 14 (+2) Bite. Melee Weapon Attack: + (spell attack modifier) to
hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing
Senses darkvision 60 ft., passive Perception 20 (due to damage.
Multiple Heads)
Languages You understand the languages you can speak Regrow Heads (1/Day). You regain 75 hit points and
grow back all of your missing heads. For each head
in your normal form
regrown in this way, you can make a bite attack against
Challenge 8 (3,900 XP) Proficiency Bonus +3
a creature within 10 feet of you.
Multiple Heads. You have five heads. While you have
more than one head, you have advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
Additionally, you get a +2 bonus to Wisdom
(Perception) checks for each head. Whenever you take
25 or more damage in a single turn and still have one
or more heads, one head dies.

Savage Dragon Dragon's Power. When you transform into this shape,
you choose one of the following damage types: acid,
Huge dragon, unaligned
cold, fire, lightning, or poison. This chosen type affects
other features.
Armor Class 16 (natural armor)
Hit Points 125 Actions
Speed 40 ft., climb 40 ft., fly 60 ft.
Multiattack. You make two attacks: one with your bite
and one with your claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: + (spell attack modifier) to
22 (+6) 14 (+2) 20 (+5) 12 (+1) 10 (0) 14 (+2) hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing
damage plus 14 (4d6) of the chosen Dragon's Power
Skills Perception +3 damage type.
Damage Resistances The damage type chosen using Claw. Melee Weapon Attack: + (spell attack modifier) to
your Dragon's Power feature hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing
Senses blindsight 30 ft., darkvision 120 ft., passive damage.
Perception 13
Languages You understand the languages you can speak Breath Attack (1/Day). You exhale your breath attack in a
in your normal form 40-foot cone. Each creature in that area must make a
Challenge 8 (3,900 XP) Proficiency Bonus +3 Dexterity saving throw against your spell save DC,
taking 35 (10d6) damage of the damage type chosen
by your Dragon's Power trait on a failed save, or half as
much damage on a successful one.

Lore of Beasts: Art Credit


Shaman of Forgotten Ways - Viktor Titov, Wizards of the
Coast Crow Storm - YW Tang, Wizards of the Coast
Spirit of the Aldergard - Lars Grant-West, Wizards of the Manticore - Billy Christian, Wizards of the Coast
Coast

8
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Death
This brand of magic plays on the nature of mortality and
fragility of life, though it is strictly distinct from traditional On a successful save, the creature takes half the damage
necromancy, as it embraces the inevitability of death rather and is not affected by the pain.
than attempting to deny it. Its users can manipulate negative While wracked with pain, every time the creature takes a
energy, sap the vitality of foes, and instill mortal terror in move, an action, a bonus action, or a reaction, it takes an
those around them. The following spells are examples of the additional 3d6 necrotic damage.
types of magic users of the Lore of Death often wield. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the initial damage is increases by
Aspect of Dread 2d6 for each slot level above 3rd.
2nd-level enchantment
Casting Time: 1 action Horrifying Laughter
Range: 60 feet 6th-level enchantment
Components: V, S, M (A white feather) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 feet
Classes: Bard, Sorcerer, Warlock, Wizard Components: V, S, M (A tiny tarts and a feather that is waved
You envelop a creature you can see within range in a in the air)
terrifying aura. Every other creature within 10 feet of the Duration: Concentration, up to 1 minute
target must make a Wisdom saving throw or become Classes: Bard, Wizard
frightened of the target for the duration. A creature frightened You target a creature you can see within range, causing it to
in this way can make a Wisdom saving throw at the end of collapse into debilitating fits of deranged laughter. The target
each of its turns, ending the effect on itself with a success. must succeed on a Wisdom saving throw or fall prone,
At Higher Levels. When you cast this spell using a spell becoming incapacitated and unable to stand for the duration.
slot of 3rd level or higher, the radius of the aura increases by Creatures with an Intelligence score of 4 or less aren't
10 feet for each slot level above 2nd. affected.
At the end of each of your turns for the duration, any
Crippling Pain creature within 30 feet of the laughing creature that can hear
3rd-level necromancy the laughter must succeed on a Wisdom saving throw or
become frightened of the laughing creature until the end of
Casting Time: 1 action
its next turn. You can choose any number of creatures you
Range: 90 feet
can see to be immune to this effect.
Components: V, S, M (A broken bone)
Duration: 1 round At the end of each of its turns, the laughing creature takes
Classes: Cleric Warlock, Wizard 3d10 force damage and can attempt another Wisdom saving
throw. On a success, the spell ends. If this damage reduces
You afflict a creature within range with an agonizing curse, the target to 0 hit points, it stabilizes but remains laughing
causing its body to wither as it's wracked with necrotic and can no longer attempt saving throws against the spell. If
energy. The target must make a Constitution saving throw. the spell ends while the creature has 0 hit points, it dies.
On a failed save, it takes 6d6 necrotic damage and is wracked At Higher Levels. When you cast this spell using a spell
with pain until the end of your next turn. slot of 7th level or higher, the damage increases by 1d10 for
each slot level above 6th.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Impending Doom Spirit Leech
4th-level enchantment 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 90 feet
Components: V, S, M (A black feather) Components: V, S, M (A mosquito)
Duration: Concentration, up to 1 minute Duration: 1 hour
Classes: Bard, Cleric, Warlock Classes: Warlock
You target a creature within range, sapping its determination You reach out and drain the life force of a target creature you
and resolve to go on. The target must make a Charisma can see within range. The target must make a Charisma
saving throw. On a failed save, the creature is filled with a saving throw. On a failed save, it takes 1d12 necrotic damage,
sense of impending doom, and for the duration, whenever it or half as much on a successful one. You gain temporary hit
makes an attack roll, ability check, or saving throw against an points equal to the damage dealt. Constructs are immune to
effect not triggered by this spell, it automatically misses or this spell's effects.
fails if the roll is 6 or lower, as the creature feels an At Higher Levels. When you cast this spell using a spell
overwhelming sense of defeat. slot of 2nd level or higher, the damage increases by 1d12 for
The affected creature can make a Charisma saving throw each slot level above 1st.
at the end of each of its turns, ending the spell's effect on a
success. Wind of Death
At Higher Levels. When you cast this spell using a spell 5th-level necromancy
slot of 5th level or higher, you can target one additional Casting Time: 1 action
creature for each slot level above 4th. The creatures must be Range: Self
within 30 feet of each other when you target them. Components: V, S, M (A owl feather)
Duration: Instantaneous
Purple Sun Classes: Cleric
9th-level transmutation
You release unholy wind in a 60-foot-long, 15-foot-wide line in
Casting Time: 1 action
a direction of your choice. Each creature within the line must
Range: 120 feet
make a Constitution saving throw. A creature takes 4d6 cold
Components: V, S, M (A pinch of lime, water, and earth)
damage and 4d6 necrotic damage on a failed save, and half
Duration: Concentration, up to 1 minute
as much on a success.
Classes: Sorcerer, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell
You conjure a grim sphere of purple light at a point you slot of 6th level or higher, either the cold or the necrotic
designate within range. The sphere has a maximum radius of damage (your choice) increases by 1d6 for each slot level
60 feet and illuminates its area with dim light. above 5th.
Any creature that either enters the sphere's area for the
first time on its turn or begins its turn inside the sphere must
make a Constitution saving throw. On a failed save, the
creature is petrified for the duration. At the end of
each of its turns, the target can make another
Constitution saving throw. On a success, the
spell ends on the target. However, if a creature
accumulates three failed saves against this
spell (including the initial failed save), it
remains petrified indefinitely until the
condition is cured by other means.
If a petrified creature is physically
damaged or broken during this state, it
will manifest the same damage upon
being reverted to its original form.

Lore of Shadows:
Art Credit
Cavalier of Night - Viktor Titov,
Wizards of the Coast
Damnation - Kev Walker,
Wizards of the Coast

10
Lore of Shadow
This magic specializes in trickery, illusion,
and twisting the minds of its targets. Its
users primarily rely on illusory magic, though
they also wield spells that manipulate shadows
and even the nature of space and time as others
are able to perceive it, constantly leaving their
foes seconding guessing what they're seeing.
The following spells are examples of the types
of magic users of the Lore of Shadow often wield.

Creeping Strike
Evocation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Sorcerer, Warlock, Wizard
You lash out at an enemy with chilling shadows. The Quickened Condition
Make a melee spell attack against the target. You
This document references the quickened
have advantage on the attack roll if the target is in
condition. A quickened creature gains an additional
darkness. On a hit, the target takes 1d8 cold damage.
action on each of its turns. That action can be used
At Higher Levels. This spell’s damage increases by 1d8 only to take the Attack (one weapon attack or
when you reach 5th level (2d8), 11th level (3d8), and 17th unarmed strike only), Dash, Disengage, Hide, or
level (4d8). Use an Object action. The haste spell applies the
quickened condition among its other effects, and a
Mindrazors creature cannot benefit from the quickened
5th-level illusion condition from multiple sources at once.
Casting Time: 1 bonus action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 minute The creature must be no more than one size category larger
Classes: Warlock, Bard than you. The spell fails if either of you would appear in a
You envelop up to three weapons you can see within range in space that cannot accommodate your size.
phantasmal shadows, allowing them to slice through the
minds of their targets. For the duration, when a creature is
Mystifying Miasma
hit by an attack from one of these infused weapons, it takes 2nd-level illusion
an additional 1d12 psychic damage. Casting Time: 1 action
If a creature takes an action to examine one of the weapons Range: 120 ft
and succeeds on an Intelligence (Investigation) check against Components: V, S
your spell save DC, they discern the illusion and will no Duration: Concentration, up to 1 minute
longer take the additional psychic damage from any of the Classes: Ranger, Bard
infused weapons.
You conjure a 20-foot-radius sphere of illusory fog at a point
At Higher Levels. When you cast this spell using a spell
you choose within range.
slot of 6th level or higher, you can target one additional
This miasma fills the air, spreading around corners and
weapon for each slot level above 5th.
making the area heavily obscured for all creatures lacking
true sight.
Mirror Dance
Any creature that starts its turn fully within the cloud must
2nd-level conjuration
make a Wisdom saving throw. On a failed save, it uses its
Casting Time: 1 bonus action movement to travel in a random direction, determined by
Range: Self rolling a d8, until it exits the fog, after which it falls prone.
Components: S The creature can then take the rest of its turn as normal.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
Classes: Bard, Sorcerer, Warlock, Wizard slot of 3rd level or higher, the radius of the fog increases by
20 feet for each slot level above 2nd.
You weave a shadowy link between yourself and a willing
creature you can see within 30 feet, causing you and the Lore of Shadow: Art Credit
creature to instantly swap places. Myrkul's Invoker - Aaron J. Riley, Wizards of the Coast
The Abyss - Pete Venters, Wizards of the Coast

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Penumbral Pendulum
4th-level illusion
Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard
You conjure a spectral pendulum that swings through a 60-
foot-long, 5-foot-wide, and 5-foot-tall line of your choice within
range. Each creature in this area can make a Dexterity or
Intelligence saving throw (its choice). A creature takes 6d10
psychic damage on a failed save and no damage on a success.
On each of your subsequent turns during the spell's
duration, you can use your action to cause the pendulum to
swing back from the opposite direction it swang last,
repeating the effect across the same line each time. If your
turn ends without you using this action, the spell ends.
The the line's area is then plunged into magical darkness
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for until the end of your next turn. This darkness is impenetrable
each slot. to darkvision and unaffected by nonmagical light sources.
At Higher Levels. When you cast this spell using a spell
Pit of Shadows slot of 2nd level or higher, the damage increases by 1d10 and
6th-level abjuration the length of the line extends by an additional 5 feet for each
slot level above 1st.
Casting Time: 1 action
Range: 60 ft Unseen Lurker
Components: V, S, M (A black cloth) 3rd-level transmutation
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Warlock, Wizard Casting Time: 1 bonus action
Range: 60 ft
You conjure a portal to a shadowy plane, opening a 20-foot Components: V
square pit on an area of the ground you can see within range. Duration: 1 round
Creatures within this area must make a Dexterity saving Classes: Ranger
throw. On a failed save, a creature is banished to a realm of
darkness for the spell's duration. While in this realm, the Choose a willing creature you can see within range. The
creature is incapacitated. chosen creature becomes enveloped in a shroud of mist,
enabling it to move with unseen swiftness. Until the start of
At the end of each of its turns, the banished creature takes
3d8 psychic damage and must then make a Charisma saving your next turn, the creature's movement speed is doubled, it's
throw. On a success, the spell ends for that creature. When quickened, and it becomes invisible along with everything it's
the spell ends for a creature, it reappears in its original space wearing or carrying.
or the nearest unoccupied space if its original space is At Higher Levels. When you cast this spell using a spell
occupied. If a creature dies while banished, its body remains slot of 5th level or higher, you can target one additional
in the shadow realm; however, any magical items it was creature for every two slot levels above 3rd.
wearing or carrying return to the original location.
At Higher Levels. When you cast this spell using a spell
Withering Resolve
3rd-level enchantment
slot of 7th level or higher, you can increase the pit's
dimensions by 10 feet for each slot level above 6th. Casting Time: 1 action
Range: 120 ft
Shroud of Dusk Components: V, S
1st-level evocation Duration: Concentration, up to 1 minute
Classes: Bard
Casting Time: 1 action
Range: Self Choose a creature within range that can hear you. The target
Components: V, M (A drop of pitch or piece of coal) must succeed on a Wisdom saving throw, or its mind
Duration: 1 round becomes filled with crippling doubt and inner turmoil. On a
Classes: Sorcerer, Warlock, Wizard failed save, for the duration of the spell, the target has
disadvantage on all checks and saving throws not triggered
You release a surge of chilling shadows in a 15-foot-long, 5- by this spell, and attack rolls against it have advantage. At the
foot-wide line that extends from you in a direction you end of each of its turns, the target can make another Wisdom
choose. Each creature within the line must make a saving throw, ending the effects on a success.
Constitution saving throw. Creatures take 1d10 cold damage, At Higher Levels. When you cast this spell using a spell
and on a failed save, and half as much on a success. slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd.

12
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Lore of The Wild
This magic taps into the savage and primeval
aspects of nature that have plagued humanity
since the dawn of time. Some of these spells
conjure the most monstrous aspects of the wild,
while others undo the thin veneer of civility that
separates humans and their "domestic" creatures
from barbaric savagery. This magic is often wielded
by those who wish to undo civilization and return
everything to a state of primitive barbarism. The following
spells are examples of the types of magic users of the Lore
of The Wild often wield.

Devolve
1st-level enchantment
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (A bit of lizard brain)
Duration: Concentration, up to 1 minute
Classes: Bard, Druid, Sorcerer
Mad Rampage
You choose a creature you can see within range. It must 4th-level enchantment
succeed on an Intelligence saving throw or be overwhelmed
by the primal aspects of its psyche for the duration of the Casting Time: 1 action
spell. Constructs and undead are immune to this effect. Range: 90 feet
Components: V, S, M (a stinger)
While affected, the creature:
Duration: 1 minute
Has disadvantage on Intelligence and Charisma checks Classes: Bard, Sorcerer, Warlock
Cannot cast or concentrate on spells
You plunge a willing creature within range that you can see
Cannot activate magic items
into a frenzied state, making it reckless and heedless of
Cannot speak or understand any language danger.
Is treated as a beast with an Intelligence score of 4 when
For the duration of the spell:
targeted by spells and abilities that normally only target
beasts, such as dominate beast or beast bond (This The creature incurs a −2 penalty to AC and Dexterity
doesn't change its actual Intelligence score) saving throws.
The creature becomes quickened.
At the end of each of its turns, the target can make another
When the creature hits with a melee weapon attack or
Intelligence saving throw. On a successful save, the spell ends
unarmed strike, it deals an additional die of its damage. If
for that creature.
the creature moves at least 10 feet in a straight line
At Higher Levels. When you cast this spell using a 2nd-
immediately before making the attack, the attack deals
level spell slot, the affected creature takes 1d10 psychic
two additional dice of its damage, and it scores a critical
damage at the end of each of its turns while under this spell's
hit on a roll of 19 or 20.
effects before it makes the saving throw. When cast this spell
using a spell slot of 3rd level or higher, the psychic damage If the creature is charmed or frightened, these effects are
increases by 1d10 for each slot level above 2nd. suspended for the duration of this spell.

13
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Mystic Signal
5th-level transmutation (ritual)
Casting Time: 1 action
Range: self
Components: V, S, M (A focus worth at
least 500 gp, such as a war horn, marble
bird, or a gem encrusted jaw bone)
Duration: 1 round
Classes: Bard, Cleric, Druid, Ranger, Wizard
This spell enables you to broadcast a brief message, no
longer than four seconds in length, to each creature within 3
miles of your location. Recipients of the message hear it in
their minds and, if they know you, recognize you as the
sender. Additionally, they discern your distance and direction
at the time of casting. The spell ensures that creatures with
an Intelligence score of at least 1 can comprehend the Savage Dominion
message's meaning. 7th-level conjuration
A sleeping creature can hear the message and may choose
Casting Time: 1 action
to awaken upon hearing it.
Range: 30 feet
You can tailor the spell to target specific types of creatures
Components: V, S
only, such as humans, giants, unicorns, etc.
Duration: Concentration, up to 1 hour
The message cannot be received by any creature if there is Classes: Druid, Warlock
any thickness of lead, even a thin sheet, blocking a direct path
between you and the creature. You call forth a formidable creature of your choice: a Stone
Hurling Giant, a Madding Jabberwocky, or a Hungering
Primal Scream Behemoth. It materializes in an unoccupied space within
3rd-level evocation range and vanishes when reduced to 0 hit points or when the
spell ends.
Casting Time: 1 action
This primitive creature is allied with you and your
Range: 60 feet
companions. It acts on your initiative count, taking its turn
Components: V, S, M (A goat hair)
immediately after yours. You can telepathically communicate
Duration: Instantaneous
with the creature while you are on the same plane, and you
Classes: Druid, Bard
are both aware of each other's locations. It follows your
You or a willing creature of your choice within range is filled telepathic commands without requiring an action from you. If
with primal vigor and releases a powerful howling roar in a not given any commands, it automatically moves toward and
30-foot cone. If the target is prone, it can immediately stand attacks the nearest creature it detects.
up without using any movement. Each creature in the cone If the creature moves more than 100 feet from you, your
must make a Constitution saving throw. On a failed save, a concentration on the spell is broken. Additionally, at the start
creature takes 3d8 thunder damage and is knocked prone. of its turn, if the creature has taken damage since its last
On a success, a creature takes half as much damage and isn’t turn, you must succeed on a DC 10 Constitution saving throw
knocked prone. or lose concentration.
Additionally, the creature releasing the roar regains 3d8 hit If your concentration is broken, the creature doesn't
points. Constructs and undead cannot regain hit points from disappear but becomes stunned until the end of its next turn,
this spell. and you lose control over it. The uncontrolled creature
At Higher Levels. When you cast this spell using a spell cannot be dismissed by you and will disappear 1 hour after it
slot of 4th level or higher, both the damage and healing was summoned.
increase by 1d8 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the summoned creature gains an
additional 25 hit points for each slot level above 7th. If cast
using a 9th-level slot, the spell's duration extends to 8 hours.

14
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Vile Tide
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A few grains of sugar, some kernels of
grain, and a smear of fat)
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer
Traitor-Kin
3rd-level enchantment You cause a swarm of insects to erupt from the ground within
a 10-foot square area at a point you choose within range.
Casting Time: 1 action
Each creature standing in this area must make a Dexterity
Range: 90 feet
saving throw. On a failed save, a creature takes 4d4 piercing
Components: V, S, M (a stinger)
damage, and insects burrow into the creature, remaining
Duration: 1 round
there for the spell's duration. On a successful save, a creature
Classes: Bard, Druid, Ranger
takes half the initial damage, and the insects do not burrow
You choose a beast, monstrosity, giant, dragon, or fey within into it.
range that can see and hear you with an Intelligence score of While the insects are burrowed in a creature, the creature
7 or lower and instill it with a surge of betrayal, compelling it has disadvantage on checks, cannot regain hit points, and
to attack its allies. The creature must succeed on a Wisdom takes 2d4 piercing damage at the end of each of its turns.
saving throw or become charmed by you until the end of your Any creature within reach can use an action to perform a
next turn. Wisdom (Medicine) check against your spell save DC to try to
While charmed this way, all attack rolls against it have remove the insects from a creature. This check must be done
advantage, it cannot take reactions or bonus actions, and on using a weapon or object that deals fire, piercing, or slashing
the creature's next turn, you may dictate another creature for damage, and it causes 1d4 damage of its damage type to the
it to attack (no action required). On its turn, the charmed target. On a successful check, all the insects are destroyed,
creature must move towards the chosen target by the safest and the spell ends for that creature. The creature making the
route possible if it is aware of where the chosen creature is, check can choose to gain advantage by more aggressively
and it must use its Attack action to make all its attacks trying to remove the insects, but if it does, the target takes
against the target, which are made with advantage. If it is 3d4 damage instead.
unaware of the chosen creature's location, it does nothing on Alternatively, a creature can expend a use of a Healer's Kit
its turn. or use the lesser restoration spell to purge the insects
At Higher Levels. When you cast this spell using a 4th- without needing to make a check.
level spell slot or higher, you can target one additional At Higher Levels. When you cast this spell using a spell
creature for each slot level above 3rd. slot of 3rd level or higher, the initial damage increases by 2d4
for each slot level above 2nd.

15
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Hungering Behemoth
Huge monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 150
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 6 (-2) 20 (+5) 7 (-2) 8 (-1) 8 (-1)

Senses passive Perception 9


Languages Abyssal
Challenge 8 (3,900 XP) Proficiency Bonus +3

Charge. If the behemoth moves at least 20 feet


straight toward a target and then hits it with a Gore
attack on the same turn, the target takes an extra 11
(2d10) piercing damage. If the target is a creature, it
must succeed on a Strength saving throw against
your spell save DC or be pushed up to 10 feet away
and knocked prone.

Actions
Multiattack. The behemoth makes two attacks.
Rend. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 21 (3d10
+ 5) slashing damage. If the target is reduced to 0
hit points by the attack, the behemoth may make
another Rend attack against a different creature
within 10 feet of the original target and within range
of this attack. The behemoth does not gain another
attack if it reduces the new target to 0 hit points.
Gore. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 21 (3d10
+ 5) piercing.
Bite. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 21 (3d10
+ 5) piercing, and the target is grappled (escape DC
equal to your spell save). Until this grapple ends, the
target is restrained, and the behemoth can't bite
another target. If the target is a Large or smaller and
already grappled by the behemoth, the target is
swallowed, and the grapple ends. The swallowed
target is blinded and restrained, it has total cover
against attacks and other effects outside the
behemoth, and it takes 18 (4d8) acid damage at the
start of each of the behemoth's turns. If the
behemoth dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by
using 20 feet of movement, exiting prone.

16
Stone Hurling Giant Maddening
Huge giant, unaligned
Jabberwocky
Armor Class 15 (natural armor) Huge dragon, unaligned
Hit Points 150
Speed 40 ft. Armor Class 15 (natural armor)
Hit Points 150
Speed 40 ft, fly 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 7 (-2) 10 (0) 8 (-1)
STR DEX CON INT WIS CHA
Senses passive Perception 10 22 (+6) 12 (+1) 20 (+5) 7 (-2) 10 (0) 8 (-1)
Languages Giant
Challenge 8 (3,900 XP) Proficiency Bonus +3 Senses passive Perception 10
Languages Draconic
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Multiattack. The giant makes a fist attack and a Burble. At the end of the jabberwocky's turn, each
stomp attack. creature within 30 feet of it that can hear it must
make a Wisdom saving against you spell save DC.
Fist. Melee Weapon Attack: your spell attack
On a failed save, a creature is frightened until the
modifier to hit, reach 10 ft., one target. Hit: 23 (4d8 start of its next turn. While frightened this way, it is
+ 5) bludgeoning damage. Instead of dealing dazed. If a creature’s saving throw is successful, it is
damage, the giant can choose grapple the target
immune to the Burble of the jabberwocky for the
(escape DC equal to your spell save) provided the next hour.
target is Huge or smaller. The giant has two fists,
each of which can grapple only one target.
Actions
Stomp. Melee Weapon Attack: your spell attack
Multiattack. The jabberwocky makes two attacks.
modifier to hit, reach 5 ft., one target. Hit: 16 (2d10
+ 5) bludgeoning damage. If the target is a prone Dripping Jaws. Melee Weapon Attack: your spell
creature or Medium or smaller in size, it takes 27 attack modifier to hit, reach 10 ft., one target. Hit:
(4d10 + 5) instead. 15 (2d8 + 6) piercing damage and the target
Fling. The giant chooses one object or creature it is covered in acid for one minute or until a creature
holding or grappling that is its size or smaller and uses its action to scrape or wash the acid off itself
throws it up to 120 feet away. If the target lands on or another creature. A creature covered in the acid
a solid surface, it takes 21 (3d10 + 5) damage and takes 5 (2d4) acid damage at the end of each of its
lands prone. If the thrown creature or object would turns.
land in the space of one or more creatures, each of Snatching Claws. Melee Weapon Attack: your spell
those creatures must make a Dexterity save against attack modifier to hit, reach 10 ft., one target. Hit:
your spell save DC. On a failed save, a creature is hit 15 (2d8 + 6) slashing damage. The target is
by the thrown creature, takes 21 (3d10 + 5) grappled (escape DC equal to your spell save throw).
bludgeoning damage, and is knocked prone. On a The jabberwocky has two claws, each of which can
successful save, it dodges out of the way, takes no grapple only one target.
damage, and is not knocked prone.
Eyes of Flame. The jabberwocky shoots a beam of
fire from its eyes in a 30-foot line that is 5 feet
wide. Each creature in the line's area must make a
Lore of the Wild Art Credit Dexterity save against your spell save DC. On a
failed save, a creature takes 10 (4d4) fire damage
Maniacal Rage - Heonhwa Choe, Wizards of the Coast and is set on fire; until a creature uses its action to
Resounding Roar - Steve Prescott, Wizards of the Coast douse the fire on itself or another creature, the
Carrion Beetles - Ron Spencer, Wizards of the Coast target takes 5 (2d4) fire damage at the end of each
Beast Token - Winona Nelson, Wizards of the Coast of its turns. On a successful save, a creature takes
half as much damage and is not set on fire.

17
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The Warherd

T
his section lists the different
types of beastmen along with
the savage monsters they
often utilize in battle. The
different types of beastmen
include the shorthorns,
longhorns, and besthorns. The
various horrific monsters they utilize can be
found living alongside the beastmen or lurking
the wilds of their dark forest homelands.

Managing Primal
Fury At Scale
Many beastmen have an ability known as Primal Fury,
which, when active, can force them to make a Wisdom
check at the end of their turn. If you're managing a lot
of beastmen in combat and prefer not to roll each of the
Primal Fury checks individually each time they come up,
the following set of alternative rules can streamline this
process.

Primal Fury
(Alternative Mass Combat Version)
At the beginning of combat, all beastmen enter combat with
their Primal Fury active. On initiative count 20 each turn Crown of Horns
(losing all initiative ties), roll a d20. If the roll is 11 or higher,
This creature is gifted with especially large and grandiose
the Primal Fury of all beastmen remains active; if it is less,
twisting horns, granting it extreme confidence, for it knows it
the Primal Fury ends for all beastmen until the next initiative has been blessed by the dark gods.
count 20. Add a cumulative +1 bonus to the roll for each
When the beastman makes a Wisdom check caused by its
beastman in the encounter that is neither charmed nor
Primal Fury ability, it automatically succeeds unless it has
frightened. Subtract 1 from the roll for each beastman that
disadvantage on the roll.
has been reduced to 0 hit points since the last roll.
Specific abilities of some of the beastmen modify these Gnarled Hide
rules as follows:
Crown of Horns, Will of the Dark Gods, and The beastman's hide has toughed up to the point that it
Apocalyptic Vision. If there is a beastman in the battle with serves as a layer of living armor.
one of these abilities, add a +5 bonus to the roll rather than The beastman gets +2 to its AC.
providing advantage, as long as the beastman providing the
ability is not charmed or frightened. If there are multiple Gouging Tusks
beastmen with these abilities, the effects are cumulative.
The beastman has a large pair of tusks sprouting from its
lower jaw, granting it an even more devastating charge attack.
Beastmen Mutations Beastman's charge deals extra 16 (3d10) piercing damage
in addition to it's normal damage.
The following is a list of mutations that can be applied to any
beastman to represent the effects the constant mutating
power of chaos can have on them. You may apply these
Many Limbed Monster
mutations to creatures who don't have the beastman creature The beastman sports an extra pair of clawed arms to tear at
type, but some of the effects may require the creature to have its enemies.
the Primal Fury or Charge abilities. When the beastman takes the attack action, it makes one
Applying a mutation increases a creature's CR by 1 additional attack as part of the action, which uses the attack
(fractional CRs are doubled, e.g., a CR 1/4 creature becomes modifier of its Gore attack. On hit, the target takes 2d4
CR 1/2.) slashing damage. (The attack also gains the benefits of
Primal Fury.)

18
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Using Mutations To Create Urgency
In Adventures
If you're running an adventure that focuses heavily
on encounters with beastmen and you want to
create a sense of urgency, you can have the
beastmen in the adventure gain mutations as time
passes. This means the more slowly and carefully
the players progress, the more dangerous the
beastmen will become. This can help keep the
players from playing too conservatively.
Rune of the Beast If you want the mutations to be random, you can
roll a d8 to determine what mutation they will gain
The beastman has a large eldritch rune carved into its flesh. (number each of the abilities in alphabetical order).
When it becomes enraged, the rune glows red hot and The rate at which they gain mutations could be
distorting the winds of magic around it. on the scale of hours or days, depending on the
While the beastman's Primal Fury ability is active, it has scope and pacing of your adventure.
resistance to damage from spells, and when it is affected by a
spell that allows it to make a saving throw to take only half
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
Slug-Skin
Shadow Hide This beastman's disgusting skin oozes thick, slippery, toxic
The beastman's black fur melds perfectly with the darkness slime.
around it, allowing it to stalk its prey from the shadows while At the end of the beastman's turn, any ground within 5 feet
completely unseen. of it is covered in slime for the next minute, causing it to
While in darkness, the beastman is invisible to any become difficult terrain. Creatures standing in the area have
creature that relies on darkvision to see it in that darkness. disadvantage on saving throws against being knocked prone,
Additionally, it does not suffer disadvantage on Dexterity and prone creatures in the area must spend all their
(Stealth) checks from wearing Armor. Finally, it gains the movement to stand up instead of half. If a creature ends its
Bestial Ambush ability as described below. If it already has a turn in the area, it takes 10 (3d6) poison damage.
Bestial Ambush ability, the damage bonus of its Bestial Creatures with Primal Fury trait ignore the effects of the
Ambush is increased by 9 (2d8). slime (regardless of whether their Primal Fury is active or
Bestial Ambush. When the beastman takes the Attack not). A gallon or more of water moving more than 5 miles per
action for the first time each combat, its walking speed hour will wash the slime away from a 5-foot square area.
increases by 20 feet, which lasts until the end of that turn. If
it hits with an attack during that turn that has advantage, it Uncanny Senses
deals an extra 9 (2d8) damage.
The beastman's primal senses have been heightened to new
Beastmen Mutations Art Credit levels, allowing it to perceive even the most well-hidden prey
Ruinous Minotaur - Raymond Swanland, Wizards of the and the stealthiest of threats.
Coast The beastman has advantage on initiative rolls and
Nyxborn Marauder - Steve Prescott, Wizards of the Coast Wisdom (Perception) checks and does not suffer
disadvantage on Wisdom (Perception) checks in areas that
are lightly obscured. It also gains blindsight out to 120 feet.

19
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Avatar of Beasts
From the echoing roars of ancient beasts to the silent stalk of
the predator, nature begets a power all its own, an unchecked
and relentless force. It is this raw, untamed energy that gives
birth to an elemental known as an avatar of beasts, enigmatic
entities born from the very soul of the wilderness.
Primeval Visage. These towering creatures walk upon the Their harmony with nature allows them to bypass any plant
land with long, powerful strides. Their body is a blend of obstructions their forest homes might impose, making them
various animal spirits, giving them an almost unpredictable almost impossible to anticipate.
look, though most are bipedal with a vaguely humanoid body Supernatural Savagery. In battle, these elementals are a
shape. A constant is their skull-like head adorned with antlers spectacle of raw might and eldritch power. While their
that rise like darkened spires. Eyes, pools of haunting natural weapons—claws, antlers, and hooves—are deadly
luminescence, observe the world with primal intensity. Their enough, their supernatural abilities add another level of
vast hooved feet, capable of pulverizing any caught in their terror. They can summon flocks of relentless birds whose
step, and their supernatural claws, an embodiment of sharp talons and beaks dive upon foes with murderous intent,
nature's fury, are weapons of unparalleled savagery. With often blinding their victims. When their foes amass to charge
each individual avatar drawing upon various primal animal them head-on, avatars of beasts are even known to unleash
spirits, no two are exactly alike. One might have the scales of rays of eerie and deadly supernatural light, thought to be the
a serpent intermixed with the fur of a lion, while another essence of the magic that makes up their being.
might possess the feathery mantle and claws of an eagle Summoning the Beast. While these elementals are free
combined with the armored hide of a rhino. spirits of the wild, there are those with the knowledge to call
Veil of the Wilds. Despite their daunting size, avatars of upon them. Druids, shamans, and other mystics of the
beasts possess an uncanny ability to meld with the wilderness, in times of sheer desperation, might perform
wilderness. They move through forests, mountains, and ancient and savage rituals to summon these mighty beings.
swamps as if they were phantoms, impervious to natural These ceremonies are not to be taken lightly, often
barriers and ever-prepared to ambush the unwary. demanding a primeval sacrifice, where the essence of the
wild is offered in exchange for the avatar's aid.

20
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Avatar of Beasts Pulverizing Stomp. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning
Huge elemental, unaligned
damage. If the target is a prone creature, it cannot stand
up until the end of the avatar's next turn unless it uses
Armor Class 17 (natural armor) its action to succeed on a DC 20 Constitution check.
Hit Points 276 (24d12 + 120)
Speed 50 ft. Amber Breath (1/day). The avatar exhales amber light in
a 60-foot line that is 15 feet wide. Each creature in that
area must make a DC 18 Dexterity saving throw, taking
STR DEX CON INT WIS CHA 27 (5d10) radiant damage on a failed save, or half as
much damage on a successful one. The creatures gain
25 (+7) 18 (+4) 20 (+5) 7 (-2) 20 (+5) 16 (+3) no benefit from cover given by foliage for this saving
throw.
Skills Athletics +12, Perception +15, Intimidation +8,
Flock of Doom. The avatar fills a 20-foot-radius sphere
Stealth +9, Survival +10
centered on a point within 100 feet of it with shadowy
Senses blindsight 60 ft., darkvision 120 ft., passive
crows. The avatar can designate any number of
Perception 25
creatures it is aware of to be unaffected by the crows.
Condition Immunities charmed, frightened
The sphere spreads around corners, and it lasts until
Challenge 15 (13,000 XP) Proficiency Bonus +5
the avatar uses the ability again, is more than 100 feet
away from the area, or loses concentration (as if
Crashing Charge. If the avatar moves at least 20 ft. concentrating on a spell). The sphere's area is difficult
straight toward a creature and then hits it with a Gore terrain, and creatures in it have disadvantage on ranged
attack on the same turn, the target takes an extra 11 attack rolls. At the end of each of the avatar's turns,
(2d10) damage. If the target is a creature, it must each creature in the area must make a DC 18 Dexterity
succeed on a DC 20 Strength saving throw or be saving throw, taking 15 (6d4) piercing damage on a
knocked prone. The creature makes the saving throw failed save, or half as much damage on a successful
with disadvantage if the attack was made using its one. A creature has disadvantage on the saving throw if
Bestial Take Down bonus action. it is surprised. If it fails by 10 or more (DC 8), it is
One with the Wild. The avatar has advantage on blinded until the end of the avatar's next turn. On each
Dexterity (Stealth) checks made to hide in foliage, of the avatar's turns, the avatar may move the crows 50
heavy rain, falling snow, mist, and other natural feet in any direction (no action required). Using this
phenomena and can do so when only lightly obscured. ability does not reveal the avatar if it is hidden from a
Additionally, the avatar can move through plants creature.
without being slowed, taking damage, or being
grappled or restrained by them, and can move through
Bonus Actions
trees as if they were difficult terrain. It takes 10 force Howl of the Great Beast (1/day). The avatar lets out a
damage if it ends its turn inside a tree. primeval howl. The avatar can designate any number of
creatures it is aware of to be unaffected by it. Each
Primal Senses. The avatar has advantage on Wisdom
affected creature within 120 feet of it that can hear it
(Perception) checks and does not suffer disadvantage
must make a DC 18 Wisdom saving throw. On a failed
on the checks in areas that are lightly obscured.
save, the creature drops whatever it is holding, loses
Talons of the Forest. When the avatar makes an attack, it concentration, and becomes frightened of the avatar.
ignores half and three-quarters cover provided by The creature can't take reactions and must take the
foliage. Dash action to move away from the avatar by the safest
available route on each of its turns, unless there is
Actions nowhere to move. At the end of its turn, the creature
Multiattack. The avatar makes two attacks. repeats the Wisdom save, ending the effect on it on a
success.
Gore. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 23 (3d10 + 7) piercing damage. Bestial Take Down. The avatar makes one weapon attack.
After the attack, the avatar falls prone. If it has 90 or
Savage Talons. Melee Weapon Attack: +12 to hit, reach fewer hit points, the attack is made with advantage.
10 ft., one target. Hit: 23 (3d10 + 7) slashing damage
plus 11 (2d10) for each time this turn the target has
already been hit with its Talon attack this turn.

21
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Avatar of Beasts Tactics Avatar of Beasts Adventures
Avatars of Beasts are ambush predators and experts at The following table provides some ways to create adventures
stealthily navigating woodland environments to attack from featuring these primal monsters in your games:
optimal hidden positions. Knocking enemies prone will be
their primary tactic throughout the fight as it allows them to Avatar of Beasts Adventure Hooks
stack successive talon attacks on a single target more easily. d6 Adventure Hook
The avatar never flees from combat unless directed to by
Awakened Fury: Recent logging activity in a revered
someone controlling it.
forest has awakened an avatar of beasts. The avatar has
1 started attacking nearby settlements, and the players
Special Abilities must find a way to either appease it or confront it
Flock of Doom. The avatar generally uses this ability at
directly.
the start of the fight, ideally before it's even spotted by the
players. The avatar will stay hidden for as long as possible Lost Ritual: An ancient tablet describes the ritual to
while withering away the players with the flock. The avatar summon an avatar of beasts. Various factions are in a
will only charge into combat if it manages to blind a 2 race to obtain and decipher the tablet, with the
vulnerable player it can reach, or one of the players spot it. intention of harnessing the avatar's power for their
While the flock is active during combat, the avatar will own purposes.
position it to hinder ranged attackers. The Woodland Cult: A cult of wilderness mystics plans
Amber Breath. This ability is deployed when the avatar to summon an avatar of beasts to cleanse the land of
can hit three or more targets simultaneously. 3 civilization. The players must find their ancient
woodland shrine and disperse the cult before they can
Attack Sequence unleash the monster on the world.
The avatar's primary targets are those blinded by its flock and
any vulnerable prey it can reach. The target's distance and Bane of the Festival: During a grand harvest festival, an
whether it's prone affects how the avatar will attack.
old enemy of the town uses forbidden rituals to
4 summon an avatar of beasts as an act of revenge. The
festivities turn to chaos, with the players at the
Targets Within 60ft. & Howl of The Great Beast is
forefront of the defense.
Available.
Bestial Pursuit: While on a hunting expedition in a vast
The avatar uses Howl of the Great Beast. wilderness, the players disturb sacred grounds, and an
It then closes the distance and makes a Gore attack, 5 avatar of beasts is summoned to repel the intruders.
repositioning itself to get the bonus from Crashing Charge The players must navigate treacherous terrains while
if necessary so it can attempt to knock its target prone. being stalked by the relentless elemental.
If finishes with a stomp attack.
Conduit of Rage: A corrupted druid has found a way to
Targets Within 60ft. & Howl of The Great Beast is Not channel their anger and hatred through an avatar of
Available. 6 beasts, directing it to attack their enemies. The players,
having crossed paths with the druid, find themselves in
The avatar uses its Bestial Takedown bonus action to the avatar's path.
make a Gore attack, repositioning itself to get the bonus
from Crashing Charge if necessary so it can attempt to
knock its target prone.
If it manages to knock the target prone, it will follow up
with two stomp attacks; otherwise, it will make two talon
attacks.

Targets Beyond 60ft.

The avatar dashes to its target.


The avatar uses the Bestial Take Down bonus action to
make a gore attack.
The avatar stands back up. Note, if the avatar lacks the
remaining movement to stand back up, it will be unlikely
to use Bestial Takedown and leave itself vulnerable.

Targets Already Prone.

The avatar attacks with two talon attacks.


If both attacks hit, it will follow up with a Bestial
Takedown bonus action to make another talon attack.
If any of the attacks miss, it will follow up with a Bestial
Takedown bonus action to make a stomp attack.

22
Avatar of Beasts Loot
Because these creatures are elementals, they don't have flesh
and blood like mundane other creatures, and most of their Example Avatar of Beasts Loot Names
body disintegrates when they die. Amidst the smokey ashes
You can give the different types of items unique names based
they leave behind, players may be able to salvage some bone
on their material and value to help differentiate them from
or hide that remained corporeal or even some of their
one another. The following tables provide some example
magical essence before it evaporates. This harvesting can
names.
usually be done using an Intelligence (Arcana) or Wisdom
(Nature) check. Alternatively, you can roll for the loot Example Avatar of Beasts Item Names
randomly using a flat modifier.
1,000gp
1d6 500gp Item Item 2,000gp Item
Avatar of Beasts Loot Tables
The following tables describe the number of items and value 1-2 Cracked Eldritch Eldritch Pristine Eldritch
of those items the players are able to loot depending on the (Bone) Bone Bone Bone
result of their check or the results of your roll. If they're
3-4 Clotted Eldritch Eldritch Thick Eldritch
making checks, you can have them make a separate check for
(Essence) Blood Blood Blood
each creature they're looting or use one check for multiple
creatures at once to save time. 5-6 Tattered Eldritch Eldritch Pristine Eldritch
(Hide) Hide Hide Hide
Avatar of Beasts Loot Table
Looting Check Result or 1d20 + 7 Loot
1-10 1 500gp Item Avatar of Beasts: Art Credit
Old Stickfingers - Jehan Choo, Wizards of the Coast
11-15 1d4(2) 500gp Items
Dawnhart Rejuvenator - Darren Tan,
16-21 1d4(2) 1,000gp Items Wizards of the Coast
Marauding Boneslasher - Simon Dominic,
22-25 1d6(3) 1,000gp Items
Wizards of the Coast
25+ 1d4(2) 2,000gp Items

23
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The Brass Bull
The Brass Bull was once a formidable chieftain of a
powerful minotaur tribe, feared and respected by his kin. His
reign took a dark turn when, in a fit of insatiable hunger and
rage, he devoured the tribe's bray speaker shaman, a sacred
figure who communed with their dark gods. This sacrilegious
act incurred the wrath of the gods, who sent a host of demons
to punish him for his blasphemy. However, in a display of
unparalleled ferocity and strength, the Brass Bull consumed Brass Bull Adventure Hooks
the very demons sent to destroy him. d4 Plot Hook
As punishment for this defiance, the demons cursed him
The Fiery Siege: A fortified city lies in the path of The
with a bloodthirsty madness, transforming him into a
Brass Bull's rampage. The players are hired to bolster
relentless slaughtering machine. The Brass Bull rampaged 1
the city's defenses, train its militia, and prepare for the
across the land, driven by an unending desire to kill, his sanity
inevitable assault.
consumed by the curse. He would have continued his
rampage until death from exhaustion, but the dark gods, The Tortured Battlefield: The site of one of The Brass
intrigued by his indomitable will and savage power, Bull’s bloodiest massacres has become a haunted
intervened once more. They remade him with metallic flesh, 2 battlefield, filled with restless spirits. The players must
rendering him immune to fatigue and making him an eternal cleanse the battlefield and use the information they
engine of destruction. gather to plan their assault on The Brass Bull.
Now, the Brass Bull burns with an infernal heat, his The Brass Secret: A legendary blacksmith knows the
metallic body glowing with an unholy fire as he leads his clan secret to piercing The Brass Bull's hide. The players
on a never-ending rampage. His presence on the battlefield is 3 must protect the blacksmith from beastmen, gather
a harbinger of doom, his unstoppable fury leaving a trail of rare materials for a special weapon, and then use this
carnage in his wake. His metallic hide is nearly impenetrable, weapon to exploit The Brass Bull's weak point.
a testament to the dark gods' craftsmanship. However, a
The Shaman's Vengeance: The spirit of the bray speaker
single weak point exists—a spot that glows with a reddish
shaman originally devoured by The Brass Bull seeks
heat where the metal is weakest. Those who dare to 3
revenge and reaches out to the players for assistance,
challenge the Brass Bull must strike this precise point to
offering them the power needed to slay the beast.
bring him down, a near-impossible feat given his ferocity and
the chaos that surrounds him in battle.

24
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The Brass Bull Dread Presence. Each creature of the Brass Bull's choice
that is within 120 feet of it and aware of it must
Huge monstrosity (beastman), chaotic evil
succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. While frightened, the creature
Armor Class 20 (natural armor) can't cast spells other than cantrips. A creature can
Hit Points 299 (26d10+156) repeat the saving throw at the end of each of its turns,
Speed 40 ft. ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
creature is immune to the Brass Bull's Dread Presence
STR DEX CON INT WIS CHA for the next 24 hours.
22 (+6) 11 (+0) 22 (+6) 6 (-2) 20 (+5) 14 (+2) Rune-Tortured Axe. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing
Saving Throws Str +12, Dex +6, Int +4, Cha +8, Wis +11 damage, plus 3 (1d6) fire damage for each level of
Damage Resistances all damage rampage the Brass Bull has.
Damage Immunities fire, bludgeoning, piercing, and
slashing from nonmagical attacks Legendary Actions
Condition Immunities charmed, exhaustion, frightened The Brass Bull can take 3 legendary actions, choosing
Skills Athletics +12, Perception +17, Intimidation +14, from the options below. Only one legendary action
Stealth +6, Survival +17 option can be used at a time and only at the end of
Senses darkvision 60 ft., passive Perception 27 another creature's turn. The Brass Bull regains spent
Languages Abyssal legendary actions at the start of its turn.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Check. The Brass Bull makes a skill check that would
Labyrinthine Recall. The Brass Bull can perfectly recall normally require an action.
any path it has traveled. Blood Call. The Brass Bull chooses a creature that just
Land's Stride. Moving through nonmagical difficult took its turn, which it can see within 120 feet of it,
terrain does not cost the Brass Bull extra movement. calling it into battle by having the creature's own blood
turn on it. At the start of the creature's next turn, the
Weak Point. Whenever a creature has advantage on an target may move on its turn toward the Brass Bull by
attack roll against the Brass Bull, it can choose to roll the most direct route, trying to get within 10 feet of it.
only one die instead of two as it aims for the Brass The creature can then take the rest of its turn as
Bull's weak point. If the attack hits, the Brass Bull has normal, except it can't move away from the Brass Bull
vulnerability to the damage from the attack. The attack willingly and can't teleport. If it doesn't choose to move
still counts as having advantage for the purposes of this way, it takes 22 (4d10) force damage.
other abilities such as a rogue's Sneak Attack. If any
damage would reduce the Brass Bull to 0 hit points that Building Fury. The Brass Bull moves up to half its
did not target its weak point, it is reduced to 1 hit point movement then makes a Rune-Tortured Axe attack
instead. The Brass Bull only dies if reduced to 0 hit against a creature that just took its turn. If the attack
points from damage dealt to its weak point. hits and deals damage, the Brass Bull gains a level of
rampage, up to a maximum of ten levels. Each level
Actions increases the Brass Bull's speed by 5 feet. All levels of
rampage are lost after one minute of not gaining a level.
Multiattack. The Brass Bull uses its Dread Presence and
makes two attacks with its Rune-Tortured Axe. Tenacious Will. If the Brass Bull is suffering from an
effect that allows it to make a saving throw at the
Charge. Melee Weapon Attack: +12 to hit, reach 5 ft., beginning or end of its turn, it may immediately make
one creature. Hit: The target takes an extra 4 (1d8) that saving throw with advantage. It can use this
piercing damage for each 10 feet the Brass Bull moved legendary action even while incapacitated.
in a straight line before the attack.
Vent Heat (Costs 2 Actions). The Brass Bull burns the air
Crushing Gore. Melee Weapon Attack: +12 to hit, reach around it, forcing each creature within 10 feet of it to
5 ft., one creature. Hit: 18 (3d8 + 6) piercing damage, make a DC 18 Constitution saving throw. On a failed
the target takes an extra 4 (1d8) piercing damage for save, a creature takes 18 (4d8) fire damage and has
each 10 feet the Brass Bull moved in a straight line disadvantage on the next attack roll it makes before the
before the attack. If the target is a creature, it must end of its next turn. On a successful save, a creature
succeed on a DC 20 Strength saving throw or be takes half as much damage and does not suffer
pushed up to 10 feet away and knocked prone. If the disadvantage on its next attack.
target fails by 10 or more, the creature is dazed until
the end of its next turn. Reaction
Block. The Brass Bull adds +6 to its AC against one
attack that would hit it. To use this reaction, the Brass
Bull must see the attacker and be wielding a melee
weapon.

25
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The Brass Bull's Lair
The Brass Bull does not maintain a traditional lair or remain
in one location for an extended period. Instead, he roams the
land, selecting locations to wreak havoc upon—often choosing
relatively isolated villages or farmlands near woods for his
temporary lairs. From these bases, he methodically spreads
terror among the nearby inhabitants.
When fighting within his lair, the Brass Bull's Challenge
Rating (CR) increases by 1.
New Condition: Dazed
A dazed creature can’t take reactions and on its Lair Actions
turn, it must choose whether it gets a move, an When the Brass Bull rolls initiative, his lair awakens to aid
action, or a bonus action; it gets only one of the him, and until combat ends or the Brass Bull dies, the lair
three. has an Intelligence 6 and can act of its own accord but always
acts in the Brass Bull's best interest. While active this way,
the lair is aware of the location of any creatures within it. On
initiative count 20 (losing initiative ties), the lair can cause
Epic Battle: Cataclysmic one of the following effects; it can't use the same effect two
Onslaught rounds in a row:
If you wish to turn the Brass Bull into an endgame threat, Tide of Blood. A wave of blood crashes down on an area
increase his Hit Points to 600 and give him the Cataclysmic within the lair, up to 30 feet long, 10 feet wide, and 10 feet
Onslaught ability described below. These changes increase tall. Each creature in that area must make a Dexterity saving
his Challenge Rating (CR) to 23. throw. On a failed save, a creature takes 13 (3d8)
bludgeoning damage and is knocked prone. On a successful
Cataclysmic Onslaught save, a creature takes half as much damage and isn’t knocked
prone. If the Brass Bull is within the area of the wave, he
When the Brass Bull rolls initiative, he can activate his takes no damage and instead regains 13 (3d8) hit points. If
Cataclysmic Onslaught. On initiative count 1 of each round the wave passes through the space of three or more
during combat, he gains a new ability for the next minute on creatures, the Brass Bull gains a level of rampage.
each following turn: Seeping Wounds. Wounded creatures within the lair
begin to bleed profusely. Each creature with half or less of its
1st Turn: Horrific Onslaught hit points must make a DC 18 Constitution saving throw.
The Brass Bull has advantage on attack rolls against Creatures at 0 hit points automatically fail this saving throw.
creatures that are frightened of him. On a failure, a creature takes 10 (3d6) necrotic damage. If
two or more creatures fail this saving throw, the Brass Bull
2nd Turn: Eldritch Onslaught gains a level of rampage.
At the start of his turn, the Brass Bull chooses one creature
within 150 feet of him that he is aware of. The chosen Regional Effects
creature is engulfed in an agonizing inferno, taking 10 (3d6) The presence of the Brass Bull drastically affects his
fire damage and is set on fire for one minute. The burning surroundings, bringing ruin and bloodshed that warp the
target sheds bright light in a 30-foot radius and dim light for land within 5 miles of his lair:
an additional 30 feet. The target cannot benefit from being
invisible and has disadvantage on attack rolls. A creature can Rivers in the area run red with blood.
use its action to douse the fire by making a DC 16 Dexterity Corpses and other remains are preserved from decay and
check. The flames are also extinguished if the creature is cannot become undead.
fully submerged in water or standing in an area with strong Non-minotaur creatures within the area require three
wind (at least 20 miles per hour). At the end of each of its times the usual amount of rations per day. Additionally,
turns while on fire, the creature takes 10 (3d6) fire damage, any creature can consume raw meat without risk of
and the Brass Bull gains a level of rampage. sickness.
Minotaurs in the area gain advantage on Wisdom
3rd Turn: Unyielding Onslaught (Perception) and Wisdom (Survival) checks to track or
Spells and other magical effects can neither reduce his speed smell creatures that have lost more than half their hit
nor cause him to be paralyzed or restrained, and he can points.
spend 5 feet of movement to automatically escape from
nonmagical restraints, such as manacles or a creature that These effects gradually dissipate over 1d10 days after the
has him grappled. Additionally, being underwater imposes no Brass Bull's death.
penalties on his movement or attacks.

4th Turn: Bloodthirsty Onslaught


The Brass Bull has advantage on melee attack rolls against
any creature that does not have all its hit points.

26
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The Brass Bull Tactics The Brass Bull Epic Loot Table
General Tactics Looting Check Result or 1d20 +
Dealing With Weak Point: Prioritizes targets that 7 Loot
consistently hit him with advantage, especially those 1-8 2d4(5) 5,000gp Items
resistant to his Dread Presence.
Block Reaction: Reserves his reaction for the Block 1d6(3) 10,000gp
9-10
ability, using it against the attack likely to inflict the most
Items
damage. 2d4(5) 10,000gp
11-17
Items
Legendary Actions Usage
Building Fury: Focuses on accumulating stacks of 1d6(3) 20,000gp
18-23
rampage whenever possible.
Items
Blood Call: Summons distant enemies closer for melee 2d4(5) 20,000gp
engagement.
24+
Items
Vent Heat: Used when three or more targets can be hit
simultaneously.
Example Brass Bull Loot Names
Cataclysmic Onslaught Tactics You can give the different types of items unique names based
on their material and value to help differentiate them from
1st Turn (Horrific Onslaught): Targets those frightened
one another. The following tables provide some example
by its dread presence to maximize rampage benefits,
names.
deviating from usual targets.
2nd Turn (Eldritch Onslaught): Targets the creature
Example Very Rare Brass Bull Item Names
furthest from its allies, limiting their ability to assist.
3rd Turn and Beyond: Continues usual tactics, 1,000gp
1d4 500gp Item Item 2,000gp Item
unaffected by the specific abilities used in previous
onslaught turns. 1 Clotted Burning Burning Fiery Burning
(Blood) Blood Blood Blood
The Brass Bull Loot 1 Cracked Horn of Horn of The Pristine Horn of
Most of the valuable goods that can be looted from the Brass (Bone) The Brass Bull Brass Bull The Brass Bull
Bull consist of what can be harvested from his demonically
3 Damaged Flesh Flesh of The Smoldering Flesh
blessed form. Because his hide and flesh are metallic in
(Flesh) of The Brass Bull Brass Bull of The Brass Bull
nature, it's up to you what qualities you want to assign it and
how the players harvest it. For example, you could have 3 Damaged Hide Hide of The Pristine Hide of
players make an Intelligence (Smith's Tools) or Intelligence (Metal) of The Brass Bull Brass Bull The Brass Bull
(Leatherworker's Tools) to collect his hide. Alternatively, you
can roll for the loot randomly using a flat modifier. Example Legendary Brass Bull Item Names
You may also opt to simply have the players collect 10,000gp
weapons and equipment he was carrying or wearing. 1d4 5,000gp Item Item 20,000gp Item
The Brass Bull Loot Tables 1 Clotted Blood of Blood of Fiery Blood of
The following tables describe the number of items and value (Blood) Endless Rage Endless Rage Endless Rage
of those items the players are able to loot depending on the 1 Cracked Horn of Horn of The Runic Horn of
result of their check or the results of your roll. If they're (Bone) The Apocalypse Apocalypse The Apocalypse
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple 3 Damaged Heart Fiery Heart of
Heart of Fury
creatures at once to save time. (Flesh) of Fury Fury
Damaged Brass Burning Brass
The Brass Bull Loot Table 3
Hide of The
Brass Hide of
Hide of The
Looting Check Result or 1d20 + 7 Loot (Metal) The Blood God
Blood God Blood God
1-9 2d4(5) 500gp Item
10-12 1d6(3) 1,000gp Item
13-19 2d4(5) 1,000gp Items
The Brass Bull Art Credit
Smelt-Ward Minotaur - Wisnu Tan, Wizards of the Coast
20-24 2d4(5) 1,000gp Items
Swamp (Hour of Devastation) - Titus Lunter, Wizards of
25+ 2d6(7) 2,000gp Items the Coast

27
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Bray Speakers
Beastman bray speakers occupy a
mystical and revered position within the
beastmen society, serving as the conduit between
the physical world and the dark, chaotic realms of their
deities. Adorned with gnarled staves and a collection of
arcane charms, icons, and fetishes - many of which are
intricately woven into their fur - bray speakers present an
eerie and formidable presence. This role imbues them with considerable influence, often
As the primary spellcasters among the beastmen, bray placing them at the right hand of the most powerful leaders.
speakers bear the responsibility of divining the will of their They are among the only beastmen that need not fear attacks
dark gods. They are deeply attuned to the chaotic energies or challenges from others of their kind, for none would dare
that permeate their lands and use this connection to interpret to harm a conduit of the gods.
signs and omens. This role places them at the center of the Bray speakers in beastmen society exhibit an array of
beastmen's ceremonies, often leading dark rituals that range magical abilities, each specializing in different arcane lores
from desecrating the forests to performing blood sacrifices of that reflect their connection to the natural and supernatural
captives. These ceremonies are crucial in calling forth the realms. Those attuned to the Lore of the Wilds channel the
herds from the depths of the forest, rallying them for war, or raw, malevolent forces of nature, manipulating the elements
appeasing their savage gods. to unleash devastating spells that work to undo civility in all
The bray speakers are also the custodians of the sacred its forms. Speakers versed in the Lore of Beasts have a deep
monoliths scattered throughout the forest. These ancient affinity with animals, able to summon and control various
stones serve as focal points for the beastmen's mystical creatures or bestow their herds with beast-like ferocity and
energies and are the sites of many of their most significant strength. The practitioners of the Lore of Death delve into the
rituals. The power emanating from these monoliths is morbid and necrotic, wielding spells that sap life, summon
harnessed by the speakers to conduct powerful rites, spirits, and spread decay, embodying the finality of all life.
strengthen their connection to the dark gods, and imbue their Lastly, those who master the Lore of Shadows are adept in
followers with otherworldly might. manipulation and illusion, using their magic to cloak their
In the hierarchical society of the beastmen, bray speakers movements, sow confusion among enemies, and strike from
often act as advisors and guides to chieftains and other where they are least expected. Each speaker's lore not only
leaders. Their insights are considered invaluable, ensuring defines their role within their herd but also reflects their
that the strategies and plans of the herd align with the personal connection to the primeval forces that pervade their
perceived desires of their gods. world.

28
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Bray speakers within beastmen society vary in power, from
lesser speakers associated with small herds to great speakers
who counsel the most powerful leaders. Lesser speakers
focus on minor rituals and guidance for smaller groups,
honing their skills and gaining knowledge as they aspire to
greater influence. In contrast, great speakers, at the pinnacle
of this hierarchy, possess profound connections to the dark
gods. They play crucial roles in strategic decisions, oversee
major rituals, and channel significantly more potent magic.
These revered speakers are integral to the planning of large-
scale operations, with their insights viewed as divine
mandates, commanding deep respect and fear from their kin.
In battle, bray speakers are formidable opponents, using
their dark magic to both bolster their allies and wreak havoc
upon their enemies. Their spellcasting is instinctual and
deeply entwined with the primal fury of their race. Drawing
on the raw energies of their primeval homes and the chaotic
power of their gods, they can unleash devastating spells, sow
confusion among enemy ranks, and invigorate their beastmen
brethren. This combination of mystical prowess and savage
instinct makes the bray speakers a fearsome force,
embodying the untamed and unpredictable essence of the
malevolent wilds.

Lesser Bray Speaker Land's Stride. Moving through nonmagical difficult


terrain does not cost the speaker extra movement.
Medium humanoid, chaotic evil
Lore of Magic. The speaker is specialized in one of the
Armor Class 12 (natural armor) following lores of magic: Beasts, Death, Shadow, or
Hit Points 91 (14d8 + 28) Wild. The chosen lore determines one of its traits and
Speed 40 ft. the spells it knows.
Primal Fury (2d8). The speaker deals an extra 9 (2d8)
damage on hit with weapon attacks. At the end of its
STR DEX CON INT WIS CHA turn, if it missed with all of its attacks this turn, is
14 (+2) 14 (+2) 14 (+2) 7 (-2) 16 (+3) 12 (+1) charmed or frightened, or has less than half of its hit
points, it must make a DC 15 Wisdom check. On a
failure, it loses this trait until it finishes a short or long
Saving Throws Int +0, Wis +5
rest.
Skills Athletics +4, Intimidation +5, Religion +2,
Perception +5, Stealth +4, Survival +5 Spellcasting. The speaker is a spellcaster. Its spellcasting
Senses darkvision 60 ft., passive Perception 15 ability is Wisdom (spell save DC 13, +5 to hit with spell
Languages Abyssal attacks). The spells the speaker knows depend on the
Challenge 3 (700 XP) Proficiency Bonus +2 lore of magic it has specialized in, as described in its
Lore of Magic trait.
Beast Man. The speaker is considered a beast in
addition to its humanoid type when determining the Bonus Actions
effects of features, spells, and abilities such as the Primal Magic. When the speaker takes the Attack action
dominate beast spell. while its Primal Fury is active, it can cast a spell this
turn with a casting time of one action.
Charge. If the speaker moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the Actions
same turn, the target takes an extra 3 (1d6) piercing
damage. If the target is a creature, it must succeed on a Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one
DC 12 Strength saving throw or be knocked prone. creature. Hit: 5 (1d6 + 2) piercing damage.

Forest Camouflage. The speaker has advantage on Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
Dexterity (Stealth) checks made to hide in forest ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
terrain. 6 (1d8 + 2) bludgeoning damage if wielded with two
hands.

29
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Lesser Bray Speaker
Lore of Magic Options
Select one of the following lores or magic to determine a
lesser bray speaker's additional passive trait and spell list.
*New Spells Found In New Spells Section
**Spell found in The Xanathar's Guide to Everything

Lesser Bray Speaker: Lore of


Lesser Bray Speaker: Lore of Beasts Shadow
Trait: Trait:
Wild Heart. Whenever the speaker targets only itself Shadow Paths. When the speaker casts a spell of
or beast, monstrosity, giant, dragon, or fey with an 1st level or higher, it may use teleportation to swap
Intelligence of 8 or less with a spell that requires places with a willing Small, Medium, or Large
concentration, it can choose for the spell to no creature within 30 feet of it that it can see.
longer require concentration. The spell ends early if
the speaker is incapacitated or uses this feature to Spell List:
alter another spell. At will: creeping strike*, druidcraft
1/Day: mystic signal*, mystifying miasma* shroud
Spell List: of dusk*, unseen lurker*
At will: druidcraft, primal savagery**
1/Day: amber spear*, heroism, mystic signal*, pass
without trace

Lesser Bray Speaker: Lore of The


Lesser Bray Speaker: Lore of Death Wild
Trait: Trait:
Life Leech. Whenever a non-undead, non-construct Bestial Surge. When the speaker casts a spell of 4th
creature fails a saving throw against or is hit by a level or lower that requires concentration while its
spell attack from one of the speaker's spells of 1st Primal Fury is active, it can choose for the spell to
level or higher, the speaker gets a +1 to its spell no longer require concentration and instead tie the
save DC and spell attack rolls for the next minute. spell to its Primal Fury ability. When the speaker
It can only gain this bonus once per casting of a loses its Primal Fury or is reduced to 0 hit points,
spell, and this bonus can stack up to 3 times (+3). the spell ends as if concentration has been broken.

Spell List: Spell List:


At will: druidcraft, toll of the dead** At will: druidcraft, infestation**
1/Day: aspect of dread*, crippling pain*, inflict 1/Day: devolve*, mystic signal*, primal scream*,
wounds, mystic signal* vile tide*

30
Bray Speaker
Lore of Magic Options
Select one of the following lores or magic to determine a bray
speaker's additional passive trait and spell list.
*New Spells Found In New Spells Section
**Spell found in The Xanathar's Guide to Everything

Bray Speaker: Lore of Death


Bray Speaker: Lore of Beasts Trait:
Trait: Life Leech. Whenever a non-undead, non-construct
creature fails a saving throw against or is hit by a
Wild Heart. Whenever the speaker targets only itself spell attack from one of the speaker's spells of 1st
or one beast, monstrosity, giant, dragon, or fey level or higher, the speaker gets a +1 to its spell
with an Intelligence of 8 or less with a spell that save DC and spell attack rolls for the next minute.
requires concentration, it can choose for the spell It can only gain this bonus once per casting of a
to no longer require concentration. The spell ends spell, and this bonus can stack up to 3 times (+3).
early if the speaker is incapacitated or uses this
feature to alter another spell.
Spell List:
Spell List: At will: druidcraft, toll of the dead** (2d8)
1/Day: aspect of dread*, crippling pain*,
At will: druidcraft, primal savagery** (2d10) impending doom*, inflict wounds (2nd level), find
1/Day: amber spear*, aspect of the beast*, find the the path, mystic signal*
path, heroism (2nd level), mystic signal*, pass
without trace

Bray Speaker Land's Stride. Moving through nonmagical difficult


terrain does not cost the speaker extra movement.
Medium humanoid, chaotic evil
Lore of Magic. The speaker is specialized in one of the
Armor Class 13 (natural armor) following lores of magic: Beasts, Death, Shadow, or
Hit Points 135 (18d8 + 54) Wild. The chosen lore determines one of its traits and
Speed 40 ft. the spells it knows.
Primal Fury (3d8). The speaker deals an extra 13 (3d8)
damage on hit with weapon attacks. At the end of its
STR DEX CON INT WIS CHA turn, if it missed with all of its attacks this turn, is
14 (+2) 16 (+3) 16 (+3) 8 (-1) 18 (+4) 12 (+1) charmed or frightened, or has less than half of its hit
points, it must make a DC 15 Wisdom check. On a
failure, it loses this trait until it finishes a short or long
Saving Throws Int +1, Wis +8, Cha +4
rest.
Skills Athletics +5, Intimidation +7, Religion +5,
Perception +7, Stealth +6, Survival +7 Spellcasting. The speaker is a spellcaster. Its spellcasting
Senses darkvision 60 ft., passive Perception 17 ability is Wisdom (spell save DC 15, +7 to hit with spell
Languages Abyssal attacks). The spells the speaker knows depend on the
Challenge 6 (2,300 XP) Proficiency Bonus +3 lore of magic it has specialized in, as described in its
Lore of Magic trait.
Beast Man. The speaker is considered a beast in
addition to its humanoid type when determining the Bonus Actions
effects of features, spells, and abilities such as the Primal Magic. When the speaker takes the Attack action
dominate beast spell. while its Primal Fury is active, it can cast a spell this
turn with a casting time of one action.
Charge. If the speaker moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the Actions
same turn, the target takes an extra 3 (1d6) piercing
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone. creature. Hit: 5 (1d6 + 2) piercing damage.

Forest Camouflage. The speaker has advantage on Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5
Dexterity (Stealth) checks made to hide in forest ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or
terrain. 6 (1d8 + 2) bludgeoning damage if wielded with two
hands.

31
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Bray Speaker: Lore of Shadow Bray Speaker: Lore of The Wild
Trait: Trait:
Shadow Paths. When the speaker casts a spell of Bestial Surge. When the speaker casts a spell of 4th
1st level or higher, it may use teleportation to swap level or lower that requires concentration while its
places with a willing Small, Medium, or Large Primal Fury is active, it can choose for the spell to
creature within 30 feet of it that it can see. no longer require concentration and instead tie the
spell to its Primal Fury ability. When the speaker
Spell List: loses its Primal Fury or is reduced to 0 hit points,
At will: creeping strike* (2d8), druidcraft the spell ends as if concentration has been broken.
1/Day: find the path, mystic signal*, mystifying
miasma*, penumbral pendulum*, shroud of dusk* Spell List:
(2nd level), unseen lurker* At will: druidcraft, infestation** (2d6)
1/Day: devolve* (2nd level), find the path, mad
rampage*, mystic signal*, primal scream*, vile
tide*

Great Bray Speaker Land's Stride. Moving through nonmagical difficult


terrain does not cost the speaker extra movement.
Medium humanoid, chaotic evil
Lore of Magic. The speaker is specialized in one of the
Armor Class 13 (natural armor) following lores of magic: Beasts, Death, Shadow, or
Hit Points 170 (20d8 + 80) Wild. The chosen lore determines one of its traits and
Speed 40 ft. the spells it knows.
Primal Fury (4d8). The speaker deals an extra 18 (4d8)
damage on hit with weapon attacks. At the end of its
STR DEX CON INT WIS CHA turn, if it missed with all of its attacks this turn, is
16 (+3) 16 (+3) 18 (+4) 10 (0) 20 (+5) 12 (+1) charmed or frightened, or has less than half of its hit
points, it must make a DC 15 Wisdom check. On a
failure, it loses this trait until it finishes a short or long
Saving Throws Int +2, Wis +9, Cha +5, Con +8
rest.
Skills Athletics +6, Religion +8, Perception +9,
Intimidation +9, Stealth +7, Survival +9 Spellcasting. The speaker is a spellcaster. Its spellcasting
Senses darkvision 60 ft., passive Perception 19 ability is Wisdom (spell save DC 17, +9 to hit with spell
Languages Abyssal attacks). The spells the speaker knows depend on the
Challenge 9 (5,000 XP) Proficiency Bonus +4 lore of magic it has specialized in, as described in its
Lore of Magic trait.
Beast Man. The speaker is considered a beast in
addition to its humanoid type when determining the Bonus Actions
effects of features, spells, and abilities such as the Primal Magic. When the speaker takes the Attack action
dominate beast spell. while its Primal Fury is active, it can cast a spell this
turn with a casting time of one action.
Charge. If the speaker moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the Actions
same turn, the target takes an extra 3 (1d6) piercing
damage. If the target is a creature, it must succeed on a Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.
DC 15 Strength saving throw or be knocked prone.
Forest Camouflage. The speaker has advantage on Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5
Dexterity (Stealth) checks made to hide in forest ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or
terrain. 7 (1d8 + 3) bludgeoning damage if wielded with two
hands.

32
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Great Bray Speaker
Lore of Magic Options
Select one of the following lores or magic to determine
a great bray speaker's additional passive trait and spell list.
*New Spells Found In New Spells Section
**Spell found in The Xanathar's Guide to Everything

Great Bray Speaker: Lore of Beasts


Trait:
Wild Heart. Whenever the speaker targets only itself
or one beast, monstrosity, giant, dragon, or fey Great Bray Speaker: Lore of Shadow
with an Intelligence of 8 or less with a spell that Trait:
requires concentration, it can choose for the spell Shadow Paths. When the speaker casts a spell of
to no longer require concentration. The spell ends 1st level or higher, it may use teleportation to swap
early if the speaker is incapacitated or uses this places with a willing Small, Medium, or Large
feature to alter another spell. creature within 30 feet of it that it can see.
Spell List:
Spell List: At will: creeping strike* (3d8), druidcraft
At will: druidcraft, primal savagery** (3d10) 1/Day: arcane signal*, find the path, mystifying
1/Day: amber spear*, aspect of the beast*, find the miasma*, penumbral pendulum*, pit of shadows*
path, heroism (3rd level), monstrous (7th level), shroud of dusk* (3rd level), unseen
transformation*, mystic signal*, pass without trace lurker*

Great Bray Speaker: Lore of Death Great Bray Speaker: Lore of The
Trait: Wild
Life Leech. Whenever a non-undead, non-construct Trait:
creature fails a saving throw against or is hit by a Bestial Surge. When the speaker casts a spell of 4th
spell attack from one of the speaker's spells of 1st
level or lower that requires concentration while its
level or higher, the speaker gets a +1 to its spell Primal Fury is active, it can choose for the spell to
save DC and spell attack rolls for the next minute. no longer require concentration and instead tie the
It can only gain this bonus once per casting of a
spell to its Primal Fury ability. When the speaker
spell, and this bonus can stack up to 3 times (+3). loses its Primal Fury or is reduced to 0 hit points,
the spell ends as if concentration has been broken.
Spell List:
At will: druidcraft, toll of the dead** (3d8) Spell List:
1/Day: aspect of dread*, circle of death (7th level),
At will: druidcraft, infestation** (3d6)
crippling pain*, find the path, impending doom*,
1/Day: devolve* (3rd level), find the path, mystic
inflict wounds (3rd level), mystic signal* signal*, mad rampage*, primal scream*, savage
dominion*, vile tide*

33
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bray Speaker Adventure Hooks Bray Speaker Tactics
d8 Adventure Hook Bray speakers serve as the primary spellcasters of the
beastmen war herds. Unlike most other spellcasters, they are
The Twisted Glade: The players learn of a bray speaker
fairly durable and can engage in melee combat while using
conducting sinister rituals in a once-sacred glade, now
their spells. With their Primal Fury active, bray speakers can
shrouded in darkness. Venturing into the glade, they
1 cast spells while also making attacks. This makes them
must disrupt the ritual, face the corrupted creatures
summoned by the speaker, and restore the glade's formidable foes as they don't suffer the vulnerabilities of most
purity before its darkness spreads to nearby lands. spellcasters and won't hesitate to dive into melee combat.
The following tactics assume the bray speaker is
The Darkened Hills: A series of hills have become a no- accompanied by at least two other beastmen.
man’s-land, overrun by a beastman herd led by one or The lore of magic a bray speaker is specialized in
more bray speakers. Strange, malevolent energies are
significantly influences its combat tactics. Below are tactics
2 emanating from the hills, affecting the surrounding
specific to the different lores and their spells:
land. The players must investigate these energies,
confront the speakers and their herd, and uncover the
source of the growing darkness.
Lore of Beasts
These bray speakers primarily serve a support role, which is
The Shadowed Moon: A series of lunar eclipses have helped by the fact that their Wild Heart trait works with most
been linked to a bray speaker wielding the Lore of beastmen creatures.
Shadows. The players are tasked to track down and
3 confront the speaker before he completes a ritual that Lore of Beasts Spells
could plunge the region into perpetual darkness, Pass Without Trace: This ideally cast before combat begins.
dealing with both his deceptive magics and beastmen However, if allies can hide as a bonus action during combat,
guardians. this spell remains useful during the fight.
The Beast Hunter: A bray speaker, adept in the Lore of Amber Spear: This should be cast when there's an
Beasts, has unleashed ferocious magical beasts to hunt opportunity to hit two or more targets.
down specific targets. The players must protect the Aspect of the Beast: This is typically cast on the speaker's
4
next target, a local dignitary or a member of their own most powerful ally. Ripping Jaws is generally the most useful
group, and find a way to counter the speaker's control for the Beastmen. With it, a beastman can use its Charge
over these beasts. ability to topple a target and then bite with a higher chance of
success. Additionally, the extra piercing damage from Primal
Reach of the Wilds: A forest has begun to encroach
upon nearby settlements, driven by a bray speaker Fury boosts the temporary hit points gained from the Ripping
wielding the Lore of the Wilds. The players must Jaws attack.
5 Heroism: This spell can be useful for either other
venture into the hostile forest, face the speaker's wild
elemental spells, and find a way to halt the forest's beastmen or the speaker. It ensures the target isn't easily
unnatural growth. frightened, helping to mainain their Primal Fury.
It's important to remember that this spell only benefits
The Deathly Blight: Crops are failing and livestock are from the Wild Heart trait when cast at 1st level. For higher-
dying in a rural area, believed to be the work of a bray
level speakers, this often becomes their primary
speaker wielding the Lore of Death. The players are
6 concentration spell.
hired to end the blight, requiring them to confront the
speaker and his deathly minions, and possibly find a Monstrous Transformation: This spell acts as a reset for
way to reverse the damage done to the land. the speaker. Upon transformation, the likelihood of reverting
to their original form during combat is minimal. This spell is
The Herdstone Ritual: People from nearby villages and generally activated when the speaker's health drops below
farmsteads are being snatched away into the forest half or when it loses Primal Fury. While the transformed
each night by beastmen serving a bray speaker creature can't cast spells, any prior ongoing spells persist.
preparing a wicked ritual at an eldritch monolith deep Depending on the situation, the speaker might transform
7
in the woods that will transform the captives into into a:
beastmen. The players must intervene and save the
kidnapped victims before the rise of the full moon Manticore. Preferable when adversaries have limited
allows the speaker to complete his ritual. ranged capabilities
The Circle of Thorns: A circle of bray speakers has Hydra. Chosen when foes have a lower damage output or
convened in a deep forest to perform a ritual that can't focus their attacks on the transformed speaker
threatens to unleash a wave of wild magic across the
8 land. The players must navigate through treacherous Dragon. Optimal when opponents are grouped together,
woodlands, disrupt the gathering, and contend with allowing the dragon's breath to hit multiple targets or
the combined magical might of the speakers, each when facing adversaries with high elemental damage
wielding a different arcane lore output.

34
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Lore of Shadows
The Shadow Paths trait of this lore works well when
combined with beastmen who have the Charge ability. By
swapping places with units like besthorns or warhorns, the
speaker can help them get in repeated charges during a fight.

Lore of Shadows Spells


Pit of Shadows: This spell is used at the earliest opportunity
when it can affect two or more targets.
Mystifying Miasma: This is the speaker's go-to opening
spell, unless Pit of shadows is available. It's used to disperse
tightly packed enemy formations.
Penumbral Pendulum: This is employed when it can
strike two or more foes. After casting it, the speaker's allies
may attempt to grapple and restrain adversaries, ensuring
they remain within the pendulum's path.
Unseen Lurker: This spell generally targets the speaker's
strongest ally and is cast when no other spells take
precedence or if the speaker requires an urgent retreat.
Shroud of Dusk: This spell is particularly handy during
close-quarters combat. If the bray speaker knows it will have
disadvantage on its next attack, this spell's darkness can level
the playing field by canceling out any sources of advantage
and disadvantage for most creatures in its area.

Lore of Death Lore of the Wild Spells


Bray speakers practicing the Lore of Death tend to reserve Savage Dominion: This spell is cast pre-combat unless
their more potent spells for later rounds of combat, doing so would jeopardize a surprise attack. While
capitalizing on the enhanced power derived from their Leech
maintaining concentration on this spell, the speaker keeps its
Life ability. distance, remaining within 60 feet of the summoned monster.
The type of summoned creature is typically random unless
Lore of Death Spells
the speaker possesses prior knowledge about adversaries.
Circle of Death: Given its vast area of effect, speakers prefer The choices are:
to cast this spell prior to engaging in melee combat, ensuring
maximum enemy exposure. Giant: Chosen if adversaries are adept at avoiding melee
Aspect of Dread: This spell is typically used after the or are fighting at a distance
speaker engages in melee combat. After charging in and
making a Gore attack, the speaker will cast this spell while Jabberwocky: Chosen when the objective is to hamper
surrounded by foes to sow fear. foes with the creature's Burble and other debilitating
effects. (Remember that the Burble ability is
Impending Doom: This spell should target formidable
indiscriminate, potentially affecting even the speaker if it
enemy frontline fighters. This will help other beastmen knock
gets too close.)
them over with charging attacks.
Inflict Wounds: Speakers are patient with this spell, Behemoth: A versatile monster, adept at singling out and
waiting for an opportune moment to strike a target when they consuming targets, as well as attacking groups with its
have advantage. Rend ability
Crippling Pain: This is best cast on agile skirmishers like
monks or rogues. Its potency is amplified when targeting a Mad Rampage: This should be cast on a unit with multiple
prone adversary, as the act of standing further exacerbates attacks. Great speakers might cast it on the creature
the damage the target takes. summoned with savage domain.
Vile Tide: This should be used when it can target two or
Lore of The Wild more opponents or disrupt a spell-concentrating foe,
Bray speakers dedicated to this lore tend to be less melee- especially if devolve has already been used on them.
focused, especially those with access to the Savage Domain Primal Scream: This should be reserved for critical
spell. The majority of their spells require concentration, but moments. It's typically cast on the speaker itself or on
their Bestial Surge trait allows them to maintain multiple powerful allies like a warhorn or a creature summoned by
spells at once, and they will often have at least one spell going savage domain. It's most effective when the targeted unit is at
that can help them disrupt the concentration of enemy half-health and can affect at least two foes with the scream.
spellcasters. Devolve: This spell is saved for when the speaker can
target an enemy spellcaster with it.

35
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bray Speaker Loot
Because beastmen are humanoids, most of the
valuable goods that can be looted from them are
the remains of the equipment they were using or
valuables they were carrying, though it is common
to harvest horns from their fallen. Most dropped
valuables can be found using an Intelligence
(Investigation) check.
Alternatively, you can roll for the loot randomly
using a flat modifier.

Bray Speaker Loot Tables


The following tables describe the number of items
and value of those items the players are able to loot
depending on the result of their check or the results
of your roll. If they're making checks, you can have them
make a separate check for each creature they're looting
or use one check for multiple creatures at once to save time.

Lesser Bray Speaker Loot Table


Looting Check Result or 1d20 + 3 Loot
1-10 1 5gp Item
11-17 1d4(2) 5gp Items
Example Bray Speaker Loot Names
18-21 1 10gp Items You can give the different types of items unique names based
22+ 1d4(2) 10gp Items on their material and value to help differentiate them from
one another. The following tables provide some example
names.
Bray Speaker Loot Table
Looting Check Result or 1d20 + 3 Loot Example Uncommon Bray Speaker Item
1-7 1 10gp Items Names
8-10 1d4(2) 10gp Items 1d4 5gp Item 10gp Item 20gp Item

11-16 1d6(3) 10gp Items Cracked Lesser Speaker


1
Lesser Horn or Cracked Speaker Horn
(Bone)
17-21 1d4(2) 20gp Items Speaker Horn Speaker Horn
22+ 1d6(3) 20gp Items 3 Tattered Eldritch
Sigiled Cloth
(Cloth) Sigiled Cloth Sigiled Cloth
Great Bray Speaker Loot Table Tattered Beast-Blessed
2
Looting Check Result or 1d20 + 5 Loot Speaker's Speaker's Cloak Speaker's
(Hide)
Cloak Cloak
1-8 1 50gp Item
4 Cracked Eldritch
9-13 1 100gp Item Speaker Staff
(Wood) Speaker Staff Speaker Staff
14-20 1d4(2) 100gp Items
21-23 1d6(3) 100gp Items Example Rare Bray Speaker Item Names
1d4 50gp Item 100gp Item 200gp Item
24+ 1d4(2) 200gp Items
Great
1 Cracked Great Eldritch Great
Speaker
Bray Speaker Art Credit (Bone) Speaker Horn
Horn
Speaker Horn
Ragemonger - Karl Kopinski, Wizards of the Coast
3 Tattered Runic Eldritch Runic
Soulreaper of Mogis - Dmitry Burmak, Wizards of the Runic Cloth
(Cloth) Cloth Cloth
Coast
Oracle of Bones - Greg Staples, Wizards of the Coast Great Chaos-Blessed
2 Tattered Great
Felhide Spiritbinder - Mathias Kollros, Wizards of the Speaker Great Speaker
(Hide) Speaker Cloak
Coast Cloak Cloak
Pitiless Vizier - Volkan Baga, Wizards of the Coast Great
Slaughter-Priest of Mogis - Steve Prescott, Wizards of the 4 Cracked Great Eldritch Great
Speaker
Coast (Wood) Speaker Staff Speaker Staff
Staff

36
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beastman Infantry
The hierarchy of the beastmen is primarily determined by
strength and brutality. The bulk of beastmen are known as
longhorns and represent the typical members of their kind. This low status among their brethren imbues the
Beneath them are the wretched shorthorns who represent shorthorns with a deep-seated cruelty. They are often treated
the dregs of their society, and above them are the elite with contempt and abuse by the larger, stronger beastmen,
besthorns who lord over the rest of their kin. All these which in turn makes the shorthorns resentful and vindictive.
beastmen make up the infantry fighters of a beastmen force Given the opportunity, they vent this malice with savage glee,
going to war and are typically lead by the most powerful particularly upon captured prisoners who fall into their
among them. Warhorns lead smaller war herds or serve as clutches. Their treatment of such unfortunates is merciless
secondary leaders in large war herds, which are typically led and filled with inventive brutality, a means for them to exert
by the most powerful of all beastman warriors: the power in the few ways they can.
beastlords. Despite their low rank, shorthorns are essential to the
functioning of a beastmen herd. They perform duties that
Shorthorns others have no patience for or are too clumsy to handle, such
as maintaining weapons and equipment. Their dexterous
Shorthorns, the lowest caste among the beastmen, are a
pitiful sight to behold in their dark, twisted society. These fingers are well-suited for intricate tasks, and they often find
themselves tending to the arms and armor of their more
lesser beastmen are easily recognized by their diminutive,
formidable kin, a role that, while menial, is crucial for the
stunted horns, a physical manifestation of their lowly status
warband's effectiveness.
within the brutal hierarchy of their kin. Their horns, small
and often malformed, set them apart as the weakest and least In the chaos of battle, shorthorns are typically relegated to
respected of their race. the role of expendable light infantry. Their weak and
Physically, shorthorns possess a devilish appearance, with cowardly nature is well-known, and they are often sent to the
front lines as cannon fodder. In the heat of combat, their lack
gaunt frames, sharp, angular features, and eyes that gleam
of courage becomes apparent; they are quick to flee at the
with malice and cunning. Their snarling expressions reveal a
first sign of the tide turning against them. This behavior
nature twisted by resentment and cruelty. Despite their
smaller stature and less imposing presence, there is reinforces their status as the lowest of their kind, yet their
something undeniably sinister about their demeanor, a numbers and willingness to swarm the enemy in droves can
sometimes turn the tide in a skirmish, albeit at a great cost to
reflection of the bitterness that festers in their hearts.
their own ranks.

37
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Shorthorn Charge. If the shorthorn moves at least 20 ft. straight
toward a target and then hits it with a ram attack on the
Medium humanoid (beastman), chaotic evil
same turn, the target takes an extra 2 (1d4) piercing
damage. If the target is a creature, it must succeed on a
Armor Class 12 DC 11 Strength saving throw or be knocked prone.
Hit Points 11 (2d8 + 2)
Speed 40 ft. Forest Camouflage. The shorthorn has advantage on
Dexterity (Stealth) checks made to hide in forest
terrain.
STR DEX CON INT WIS CHA Land's Stride. Moving through nonmagical difficult
12 (+1) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 7 (-2) terrain does not cost the shorthorn extra movement.
Primal Fury (1d8). The shorthorn deals an extra 4 (1d8)
Skills Athletics +3, Intimidation +2, Perception +6, damage on hit with weapon attacks. At the end of its
Stealth +4, Survival +4 turn, if it missed with all of its attacks this turn, is
Senses darkvision 60 ft., passive Perception 16 charmed or frightened, or has less than half of its hit
Languages Abyssal points, it must make a DC 15 Wisdom check. On a
Challenge 1/4 (50 XP) Proficiency Bonus +2 failure, it loses this trait until it finishes a short or long
rest.
Beast Man. The shorthorn is considered a beast in
addition to its humanoid type when determining the Actions
effects of features, spells, and abilities such as the Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
dominate beast spell. creature. Hit: 3 (1d4 + 1) piercing damage.
Bestial Ambush (1d8). When the shorthorn takes the Spear. Melee or Ranged Weapon Attack: +3 to hit, reach
Attack action for the first time each combat, it may 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
move up to 20 feet either immediately before or piercing damage in melee, or 5 (1d8 + 1) piercing
immediately after it makes its first attack. If the attack damage if used with two hands to make a melee attack.
has advantage from the shorthorn being unseen, it
deals an extra 4 (1d8) damage.

38
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shorthorn Tormentors
Some shorthorns achieve a special level of notoriety,
earning them the title Tormentor. These shorthorns,
renowned for their exceptional cruelty and proficiency
in torture, wield poisonous spears with chilling
expertise. Unlike their typical counterparts, tormentors
are feared and respected, not for brute strength, but for
their ability to inflict prolonged agony. Their spears, laced
with lethal toxins from forest flora and fauna, are designed
to incapacitate and torture rather than kill swiftly. In battle,
these weapons become instruments of terror,
foreshadowing the grim fate of those who fall into their
clutches, and they take deviant glee in ganging up on
vulnerable targets.
The tormentors' notoriety, however, is most pronounced
in their role as skilled torturers. Their gruesome methods are
a perverse art form, earning them a unique, elevated status
within the beastmen's brutal society. Beastmen chieftains
often entrust them with the torture of particularly hated
captives, a task they relish. This grim responsibility grants
the Tormentors a level of respect and authority rarely
afforded to other shorthorns.

Shorthorn Tormentor Forest Camouflage. The shorthorn has advantage on


Dexterity (Stealth) checks made to hide in forest
Medium humanoid (beastman), chaotic evil
terrain.

Armor Class 15 (shield) Land's Stride. Moving through nonmagical difficult


Hit Points 44 (8d8+8) terrain does not cost the shorthorn extra movement.
Speed 40 ft. Primal Fury (2d8). The shorthorn deals an extra 9 (2d8)
damage on hit with weapon attacks. At the end of its
turn, if it missed with all of its attacks this turn, is
STR DEX CON INT WIS CHA charmed or frightened, or has less than half of its hit
12 (+1) 16 (+3) 12 (+1) 7 (-2) 14 (+2) 7 (-2) points, it must make a DC 15 Wisdom check. On a
failure, it loses this trait until it finishes a short or long
rest.
Saving Throws Str +3
Skills Athletics +3, Intimidation +2, Perception +6, Actions
Stealth +5, Survival +3
Senses darkvision 60 ft., passive Perception 16 Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages Abyssal creature. Hit: 3 (1d4 + 1) piercing damage.
Challenge 1 (200 XP) Proficiency Bonus +2
Tormenting Spear. Melee or Ranged Weapon Attack: +3
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
Beast Man. The shorthorn is considered a beast in (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
addition to its humanoid type when determining the damage if used with two hands to make a melee attack.
effects of features, spells, and abilities such as the The target must make a DC 13 Constitution saving
dominate beast spell. throw or be poisoned for the next minute. While
Bestial Ambush (2d8). When the shorthorn takes the poisoned this way, it has disadvantage on Strength
Attack action for the first time each combat, it may saving throws. The target can repeat the saving throw at
move up to 20 feet either immediately before or the end of each of its turns, ending the effect on itself
immediately after it makes its first attack. If the attack on a success.
has advantage from the shorthorn being unseen, it
deals an extra 9 (2d8) damage. Reactions
Pin Down. If a creature within 5 feet of the shorthorn
Charge. If the shorthorn moves at least 20 ft. straight
stands up, the shorthorn can use its reaction to make
toward a target and then hits it with a ram attack on the
an attack with advantage against it. If it hits, the target
same turn, the target takes an extra 2 (1d4) piercing
falls prone again.
damage. If the target is a creature, it must succeed on a
DC 11 Strength saving throw or be knocked prone.

39
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shorthorn Raiders
Shorthorn raiders occupy a unique and vital role within the
ranks of the beastmen. As specialists in scouting and ranged
combat, these shorthorns distinguish themselves through
their proficiency with crudely made bows, a rarity in a culture
that typically favors brute force and melee combat. Their skill
with these weapons, combined with their natural agility and
stealth, makes them ideal scouts and ranged support for the
more brutish members of their kind. Shorthorn raiders are
adept at moving silently through dense forests, their keen
eyes and sharp senses constantly scanning for signs of the
enemy or opportunities for ambush.
The intelligence gathered by these raiders is invaluable to
the beastmen chieftains, enabling them to coordinate
devastating ambushes and strike at prime targets with little
to no warning. Their ability to relay critical information about
enemy movements, weaknesses, and terrain plays a pivotal
role in the beastmen's guerrilla warfare tactics. In the heat of
battle, shorthorn raiders skulk on the fringes, loosing volleys
of arrows into the enemy ranks, sowing chaos and confusion
from a distance while their brethren engage in close-quarters
bloodshed.
However, the ambitions of the shorthorn raiders often
extend beyond mere reconnaissance. Emboldened by their
mastery of stealth and archery, they sometimes undertake
their own raids, pillaging and burning villages when they
believe they can evade retribution. These raids are swift and
brutal, characterized by a sudden onslaught of arrows
followed by the merciless slaughter of any who survive the
initial assault.

Shorthorn Raider Charge. If the shorthorn moves at least 20 ft. straight


toward a target and then hits it with a ram attack on the
Medium humanoid (beastman), chaotic evil
same turn, the target takes an extra 2 (1d4) piercing
damage. If the target is a creature, it must succeed on a
Armor Class 13 DC 11 Strength saving throw or be knocked prone.
Hit Points 11 (2d8 + 2)
Speed 40 ft. Forest Camouflage. The shorthorn has advantage on
Dexterity (Stealth) checks made to hide in forest
terrain.
STR DEX CON INT WIS CHA Land's Stride. Moving through nonmagical difficult
12 (+1) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 7 (-2) terrain does not cost the shorthorn extra movement.
Opportunistic Marksman. The shorthorn does not suffer
Skills Athletics +3, Intimidation +2, Perception +6, disadvantage on ranged attack rolls against prone
Stealth +6, Survival +6 targets.
Senses darkvision 60 ft., passive Perception 16
Primal Fury (1d8). The shorthorn deals an extra 4 (1d8)
Languages Abyssal damage on hit with weapon attacks. At the end of its
Challenge 1/2 (100 XP) Proficiency Bonus +2
turn, if it missed with all of its attacks this turn, is
charmed or frightened, or has less than half of its hit
Beast Man. The shorthorn is considered a beast in points, it must make a DC 15 Wisdom check. On a
addition to its humanoid type when determining the failure, it loses this trait until it finishes a short or long
effects of features, spells, and abilities such as the rest.
dominate beast spell.
Bestial Ambush (1d8). When the shorthorn takes the
Actions
Attack action for the first time each combat, it may Handaxe. Melee or Ranged Weapon Attack: +3 to hit,
move up to 20 feet either immediately before or reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
immediately after it makes its first attack. If the attack 1) slashing damage.
has advantage from the shorthorn being unseen, it
deals an extra 4 (1d8) damage. Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
40 damage.
Shorthorn Stalkers
Shorthorn stalkers represent the pinnacle of skill and
discipline among the shorthorn raiders, setting a standard for
stealth and skirmishing tactics that few in the beastmen
ranks can match. These elite raiders are renowned for their
hit-and-run tactics, striking with precision and vanishing
before the enemy can mount a proper defense. Their
exceptional agility and mastery of the terrain allow them to
navigate the densest forests and roughest terrains with ease,
making them the perfect operatives for quick, devastating
strikes.
As scouts, the shorthorn stalkers are remarkably reliable
and disciplined, a trait that is somewhat atypical in the often
chaotic and impulsive beastmen society. They excel in
reconnaissance, gathering crucial information about enemy
positions, numbers, and movements with a level of efficiency
that is invaluable to any beastman chieftain. Their reports are
precise and timely, allowing for the swift planning of raids
and ambushes. In the field, they act as the eyes and ears of
the beastmen warbands, ensuring that their brute force is
applied with strategic cunning and surprise, maximizing the
impact of their attacks.
The role of the shorthorn stalkers in the beastmen
hierarchy is unique. Despite their lowly origins, their skills
and contributions are indispensable, earning them a place of
unique value in the herd. They are the silent, deadly shadow
of the beastmen hordes, often the difference between a
successful raid and a disastrous engagement.

Shorthorn Stalker Forest Camouflage. The shorthorn has advantage on


Dexterity (Stealth) checks made to hide in forest
Medium humanoid (beastman), chaotic evil
terrain.

Armor Class 13 Land's Stride. Moving through nonmagical difficult


Hit Points 38 (7d8+7) terrain does not cost the shorthorn extra movement.
Speed 40 ft. Opportunistic Marksman. The shorthorn does not suffer
disadvantage on ranged attack rolls against prone
targets.
STR DEX CON INT WIS CHA
Primal Fury (2d8). The shorthorn deals an extra 9 (2d8)
12 (+1) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 7 (-2) damage on hit with weapon attacks. At the end of its
turn, if it missed with all of its attacks this turn, is
Saving Throws Int +1 charmed or frightened, or has less than half of its hit
Skills Athletics +3, Intimidation +2, Perception +6, points, it must make a DC 15 Wisdom check. On a
Stealth +6, Survival +6 failure, it loses this trait until it finishes a short or long
Senses darkvision 60 ft., passive Perception 16 rest.
Languages Abyssal
Challenge 2 (450 XP) Proficiency Bonus +2 Actions
Handaxe. Melee or Ranged Weapon Attack: +3 to hit,
Beast Man. The shorthorn is considered a beast in reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
addition to its humanoid type when determining the 1) slashing damage.
effects of features, spells, and abilities such as the
dominate beast spell. Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) piercing damage.
Bestial Ambush (2d8). When the shorthorn takes the
Attack action for the first time each combat, it may Shortbow. Ranged Weapon Attack: +4 to hit, range
move up to 20 feet either immediately before or 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
immediately after it makes its first attack. If the attack damage.
has advantage from the shorthorn being unseen, it
deals an extra 9 (2d8) damage.
Bonus Action
Bestial Cunning. While the shorthorn's Primal Fury
Charge. If the shorthorn moves at least 20 ft. straight
ability is active, it can take the Disengage or Hide
toward a target and then hits it with a ram attack on the
action.
same turn, the target takes an extra 2 (1d4) piercing
damage. If the target is a creature, it must succeed on a
41
DC 11 Strength saving throw or be knocked prone.
Longhorns
Longhorns are the primary representation of a beastman,
Longhorn
forming the backbone of their savage herds. They are a Medium humanoid (beastman), chaotic evil
fearsome blend of animal and human. Their lower bodies
boast powerful, goat-like, bipedal legs, adept for traversing Armor Class 12 (natural armor)
rough, forested terrains with ease. Their human-like torsos Hit Points 13 (2d8 + 4)
and arms showcase grotesque but powerful muscles. Above Speed 40 ft.
this, their heads are akin to that of a fanged goat, complete
with menacing horns. However, within their ranks, many
variations of beastman can exist, exhibiting a mix of traits STR DEX CON INT WIS CHA
from different wild animals. This diversity adds to their 14 (+2) 12 (+1) 14 (+2) 7 (-2) 14 (+2) 8 (-1)
terrifying presence, as each longhorn presents a unique yet
uniformly intimidating appearance.
Skills Athletics +4, Perception +6, Intimidation +3,
The longhorns make up the majority of the beastmen Stealth +3, Survival +4
herds. Their numbers are vast, and they form the core of the Senses darkvision 60 ft., passive Perception 16
beastmen's marauding forces. Characterized by their rowdy Languages Abyssal
and impulsive nature, longhorns are creatures of instinct and Challenge 1/2 (100 XP) Proficiency Bonus +2
aggression. They are quick to anger, and once provoked, their
fury is relentless and brutal. This temperament, while often Beast Man. The longhorn is considered a beast in
chaotic, is a significant asset in the heat of battle, as it fuels addition to its humanoid type when determining the
their ferocity and resilience. However, once they lose their effects of features, spells, and abilities such as the
momentum and their fury burns out, they can become less dominate beast spell.
confident and unreliable fighters.
Longhorns are primarily melee combatants, relying on Bestial Ambush (1d8). When the longhorn takes the
their natural speed and brute strength to overpower their Attack action for the first time each combat, it may
foes. They typically lack discipline, and their equipment is move up to 20 feet either immediately before or
often crudely made and poorly maintained, but what they lack
immediately after it makes its first attack. If the
attack has advantage from the shorthorn being
in finesse, they more than make up for with sheer rage-fueled
unseen, it deals an extra 4 (1d8) damage.
power. Their approach to battle is straightforward and
savage: they charge headlong into enemy ranks, using their Charge. If the longhorn moves at least 20 ft. straight
horns, teeth, and any weapon at hand to wreak havoc. This toward a target and then hits it with a Gore attack
makes them excellent shock troops, capable of breaking on the same turn, the target takes an extra 3 (1d6)
enemy lines through sheer force and the intimidating might piercing damage. If the target is a creature, it must
of their charge. Foes knocked prone by the charge of their succeed on a DC 12 Strength saving throw or be
horns are quickly dogpiled by other beastmen who relish the knocked prone.
opportunity to prey on a newly vulnerable victim. Forest Camouflage. The longhorn has advantage on
Dexterity (Stealth) checks made to hide in forest
terrain.
Land's Stride. Moving through nonmagical difficult
terrain does not cost the longhorn extra movement.
Primal Fury (1d8). The longhorn deals an extra 4
(1d8) damage on hit with weapon attacks. At the
end of its turn, if it missed with all of its attacks this
turn, is charmed or frightened, or has less than half
of its hit points, it must make a DC 15 Wisdom
check. On a failure, it loses this trait until it finishes
a short or long rest.

Actions
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) piercing damage.
Greataxe. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 8 (1d12 + 2) slashing damage if
used with two hands.

42
Longhorn Ravagers
Longhorn ravagers, a notorious subgroup within the Despite their drunken demeanor, the destructive power of the
beastman ranks, are as feared for their chaotic behavior as longhorn ravagers should not be underestimated. Their
they are for their combat prowess. Known for their love of alcohol-induced courage often leads them to hold their
potent, rank brews, these ravagers are seldom seen without ground in the face of overwhelming odds, where other
their signature flasks or containers of alcohol. This drink, foul beastmen might break and flee. This tenacity, coupled with
to any but their own kind, serves as a source of inebriation their wild, unpredictable nature, makes them unlikely elite
and a form of battle stimulant. In the midst of combat, the warriors. In battle, the ravagers are the embodiment of
intoxicating effects of their brew do more than impair; they chaotic strength, a whirlwind of fury and resilience, their
invigorate the ravagers, fueling their already formidable roars of inebriated rage echoing as both a battle cry and a
aggression and bolstering their confidence. This alcohol- warning to all who face them.
induced bravado often turns the tide of battle, as the
ravagers, lost in their drunken fury, become even more
fearsome and unpredictable adversaries.
The longhorn ravagers have also developed a unique Number of Swig Uses
fighting style that incorporates their drinking vessels.
Whether it's a crude mug, a battered flask, or even an entire
The default number of uses of the Swig represents
the average amount of drink a longhorn is carrying
keg, these containers are not just for holding their brew but
with it at any given time. There may be a reason
are also cleverly used as improvised shields. This
why a longhorn would have more or less drink on
unconventional approach to defense is surprisingly effective,
its person, and you can adjust the number of daily
allowing the ravagers to absorb blows that would fell lesser
uses of the Swig ability to reflect this.
beastmen.

Longhorn Ravager Forest Camouflage. The longhorn has advantage on


Dexterity (Stealth) checks made to hide in forest
Medium humanoid (beastman), chaotic evil
terrain.

Armor Class 15 (makeshift shield and natural armor) Land's Stride. Moving through nonmagical difficult
Hit Points 45 (6d8 + 18) terrain does not cost the longhorn extra movement.
Speed 40 ft. Makeshift Shield. If the longhorn is holding a mug, keg,
or other drinking vessel, it gains the benefits of
wielding a shield.
STR DEX CON INT WIS CHA
Primal Fury (2d8). The longhorn deals an extra 9 (2d8)
16 (+3) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 8 (-1) damage on hit with weapon attacks. At the end of its
turn, if it missed with all of its attacks this turn, is
Saving Throws Con +5 charmed or frightened, or has less than half of its hit
Skills Athletics +5, Perception +5, Intimidation +3, points, it must make a DC 15 Wisdom check. On a
Stealth +4, Survival +3 failure, it loses this trait until it finishes a short or long
Senses darkvision 60 ft., passive Perception 15 rest.
Languages Abyssal
Challenge 2 (450 XP) Proficiency Bonus +2 Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Beast Man. The longhorn is considered a beast in one target. Hit: 7 (1d8 + 3) slashing damage, or 8
addition to its humanoid type when determining the (1d10 + 3) slashing damage if used with two hands.
effects of features, spells, and abilities such as the
dominate beast spell. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.
Bestial Ambush (2d8). When the longhorn takes the
Attack action for the first time each combat, it may Bonus Actions
move up to 20 feet either immediately before or
Swig (2/Day). If the longhorn is not poisoned, it can
immediately after it makes its first attack. If the attack
take a swig of its drink, gaining 20 temporary hit points
has advantage from the shorthorn being unseen, it
and becoming poisoned for the next minute. While the
deals an extra 9 (2d8) damage.
longhorn is poisoned this way, it suppresses any effect
Charge. If the longhorn moves at least 20 ft. straight causing it to be charmed or frightened, its Primal Fury
toward a target and then hits it with a Gore attack on trait is active even if it has lost it, and it automatically
the same turn, the target takes an extra 3 (1d6) succeeds on Wisdom checks caused by its Primal Fury
piercing damage. If the target is a creature, it must ability. The longhorn must make a DC 15 Constitution
succeed on a DC 13 Strength saving throw or be saving throw at the start of each of its turns; on a
knocked prone. success, the poison ends.

43
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Besthorn
Medium humanoid (beastman), chaotic evil

Armor Class 15 (chain shirt)


Hit Points 67 (9d8 + 27)
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 7 (-2) 16 (+3) 8 (-1)

Skills Athletics +5, Perception +7, Intimidation +3,


Stealth +4, Survival +5
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal
Challenge 2 (450 XP) Proficiency Bonus +2

Beast Man. The besthorn is considered a beast in


addition to its humanoid type when determining the
Besthorns effects of features, spells, and abilities such as the
dominate beast spell.
Besthorns stand at the pinnacle of the beastman hierarchy,
representing the most elite and formidable warriors within Brute. A melee weapon deals one extra die of its
their brutal society. These fearsome creatures bear a damage when the besthorn hits with it (included in
resemblance to their longhorn brethren, but they are the attack).
distinguished by their grander, more majestic horns and
Charge. If the besthorn moves at least 20 ft. straight
more robust, powerful physiques. While they may be of the toward a target and then hits it with a Gore attack
same stock as longhorns, besthorns view themselves as a on the same turn, the target takes an extra 9 (2d8)
class apart, seeing the longhorns as inferior and unworthy of piercing damage. If the target is a creature, it must
comparison. succeed on a DC 13 Strength saving throw or be
Armed and armored with the finest spoils of war, knocked prone.
Besthorns have access to the best equipment looted from
Forest Camouflage. The besthorn has advantage on
countless raids. Their weapons are often of higher quality the
Dexterity (Stealth) checks made to hide in forest
herd can get their hands on, and their armor is more
terrain.
complete and protective than that of the average beastman.
This access to superior gear is a privilege earned through Land's Stride. Moving through nonmagical difficult
their proven prowess in battle and their elevated status in the terrain does not cost the besthorn extra movement.
herd. The sight of a besthorn donned in heavy armor wielding Primal Fury (2d8). The besthorn deals an extra 9
a massive battle axe is both imposing and terrifying, a (2d8) damage on hit with weapon attacks. At the
testament to their position as the apex predators of their end of its turn, if it missed with all of its attacks this
society. turn, is charmed or frightened, or has less than half
In terms of combat skill and discipline, besthorns are a of its hit points, it must make a DC 15 Wisdom
step above the typical longhorn. They are more battle- check. On a failure, it loses this trait until it finishes
hardened and tactically astute, capable of executing complex a short or long rest.
strategies and holding the line where others might falter. This
discipline and martial prowess make them the preferred Actions
choice for the chieftain's personal retinue, serving as both Gore. Melee Weapon Attack: +5 to hit, reach 5 ft.,
elite guards and the most trusted warriors in the herd. Their one creature. Hit: 12 (2d8 + 3) piercing damage.
presence in a chieftain's entourage is a clear sign of his
strength and the respect he commands. Greataxe. Melee Weapon Attack: +5 to hit, reach 5
However, the ambition and strength of the besthorns often ft., one target. Hit: 16 (2d12 + 3) slashing damage.
put them in a position to challenge for leadership. It is among
their ranks that contenders for the title of chieftain most
frequently arise. These challenges are brutal and decisive, for
in the world of the beastmen, might makes right, and the
strongest rule. The besthorns, with their superior abilities
and equipment, are often the most likely to succeed in these
contests, ensuring that the leadership of the herd remains in
the hands of the most formidable and fearsome among them.

44
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Besthorn Manrippers
Besthorn manrippers are the embodiment of sheer brutality
and skill within the already formidable ranks of the
mesthorns. These elite warriors have honed their mastery of
the massive greataxes, weapons that are as deadly as they are
symbolic of their wielders' status and power. The manrippers
have earned their fearsome title through countless battles,
where they demonstrated an uncanny ability to cleave
through multiple foes in a single, devastating swing.
The greataxes wielded by the manrippers are not just tools
of war; they are extensions of their own savage nature. Honed
to be as lethal as possible, these axes are capable of
delivering strikes that not only cut through armor and bone
but can also bisect an opponent with terrifying ease. The
manrippers have perfected the use of these axes to such a
degree that what might be a survivable blow from another
warrior becomes a deadly, maiming strike in their hands.
Their ability to turn the tide of battle with a few well-placed
swings makes them both valuable and feared assets in any
beastman warband.
In the ranks of the beastmen, the besthorn manrippers are
viewed with a mixture of jealous awe and cowering terror.
Their presence on the battlefield is enough to demoralize
enemies and inspire their fellow beastmen with their sheer
ferocity and combat prowess. As they wade through enemy
ranks, leaving a trail of destruction in their wake, the
manrippers embody the apex of beastman martial ability.
They are not just fighters; they are symbols of the raw,
unbridled power and savagery that define the beastmen's way
of war, making them a terrifying force to be reckoned with.

Besthorn Manripper Forest Camouflage. The besthorn has advantage on


Dexterity (Stealth) checks made to hide in forest
Medium humanoid (beastman), chaotic evil
terrain.

Armor Class 15 (chain shirt) Land's Stride. Moving through nonmagical difficult
Hit Points 90 (12d8 + 36) terrain does not cost the besthorn extra movement.
Speed 40 ft. Primal Fury (2d8). The besthorn deals an extra 9 (2d8)
damage on hit with weapon attacks. At the end of its
turn, if it missed with all of its attacks this turn, is
STR DEX CON INT WIS CHA charmed or frightened, or has less than half of its hit
18 (+4) 14 (+2) 16 (+3) 7 (-2) 16 (+3) 8 (-1) points, it must make a DC 15 Wisdom check. On a
failure, it loses this trait until it finishes a short or long
rest.
Saving Throws Dex +4
Skills Athletics +6, Perception +7, Intimidation +3, Bonus Action
Stealth +4, Survival +5
Senses darkvision 60 ft., passive Perception 17 Arcing Swing. When the besthorn scores a critical hit
Languages Abyssal with a melee weapon, reduces a creature to 0 hit points
Challenge 4 (1,100 XP) Proficiency Bonus +2 with one, or misses a creature with one, it can
immediately make one attack with the same weapon
Beast Man. The besthorn is considered a beast in against another creature within reach.
addition to its humanoid type when determining the
effects of features, spells, and abilities such as the
Actions
dominate beast spell. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) piercing damage.
Brute. A melee weapon deals one extra die of its
damage when the besthorn hits with it (included in the Hewing Greataxe. Melee Weapon Attack: +6 to hit,
attack). reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing
damage. The target must succeed on a DC 14 Strength
Charge. If the besthorn moves at least 20 ft. straight saving throw, or the besthorn automatically hits the
toward a target and then hits it with a Gore attack on target with another Hewing Greataxe attack as part of
the same turn, the target takes an extra 9 (2d8) this action. If the target fails by 10 or more (DC 3), the
piercing damage. If the target is a creature, it must attack is a critical hit. The besthorn can only make one
succeed on a DC 14 Strength saving throw or be extra attack this way. 45
knocked prone.
Beastmen Chieftains
Beastman chieftains stand as towering figures of power
and authority within the savage society of the beastmen.
These formidable leaders have risen through the ranks, often
through sheer strength and brutality, to a position where they
command entire herds. Their ascent to power is a testament
to their prowess in battle and their ability to dominate and
control their kin, traits revered among the beastmen. A
chieftain is not just a leader; they are the epitome of what a
beastman aspires to be - strong, commanding, and fearsome.
Filled with a supreme sense of confidence and superiority,
beastman chieftains view themselves as above all other Warhorns
creatures. This arrogance is not unfounded, as their physical Warhorns are formidable figures within
and martial capabilities often far exceed those of their their herds, having fought fiercely to attain
subordinates. Their mere presence on the battlefield is a their dominant positions. Their rise to power
source of inspiration for other beastmen, bolstering their
is a testament to their unmatched strength and combat
confidence and battle fury. The chieftain's roar of command prowess, setting them apart from the other ranks within the
or charge into battle can ignite the frenzied rage of their herd, beastmen society. These leaders see themselves as superior,
transforming a disorganized mob into a focused, albeit still not just in terms of physical might but also in their ability to
chaotic, fighting force. Under the leadership of a chieftain, command and direct the actions of their herd. Their authority
the beastmen become more than just a rabble of savages;
is undisputed, born from a brutal culture where strength and
they become a terrifying wave of destruction. the ability to instill fear are the keys to leadership.
Coordinating the chaotic and unruly nature of the Unlike typical leaders who might engage in the intricacies
beastmen herds is no small feat, and it is here that the of governance, warhorns are singularly focused on
chieftains truly demonstrate their leadership. They are the maintaining their authority and orchestrating the acts of
strategists and coordinators behind the beastmen's raids and
raiding and warfare that define the beastmen's existence.
battles, adept at deploying their forces against the most hated
They are less concerned with the day-to-day affairs of the
enemies of their kind. Often, a chieftain is advised by a herd, leaving the herd to squabble amongst themselves. Their
speaker, a mystical figure who provides guidance on the primary concern lies in ensuring that their position of
spiritual and strategic aspects of their campaigns. This dominance remains unchallenged. This involves a balance of
speaker advisor plays a crucial role in decision-making,
displaying ruthless strength to deter potential challengers
offering insights on when and how to best utilize the
and demonstrating enough strategic wisdom to lead
beastmen under the chieftain's command so that they best successful raids and battles. The life of a warhorn is one of
fulfill the will of their dark gods. constant vigilance and aggression, as any sign of weakness
could invite challenges from ambitious underlings.

46
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Beastlords
Beastlords represent the apex of power and authority in the
The warhorns, in turn, respect and fear the beastlord,
savage hierarchy of the beastmen. They are formidable
recognizing their superior strength and the privilege of
figures, towering above even the mighty warhorns in terms of
serving under such a powerful leader. This hierarchy ensures
strength, leadership, and sheer presence. A beastlord's rule
that the beastlord's will is executed efficiently and ruthlessly
extends not just over a single herd but over multiple
across the multiple herds under their dominion.
warherds, which they unite into a single, overwhelming force
of destruction. Their ability to command and coordinate such To the other beastmen, a Beastlord is more than just a
leader; he is seen as the living embodiment of the will of their
a vast array of brutal warriors is a testament to their
dark gods. When a Beastlord unites the warherds for a
unparalleled dominance and strategic acumen. In the world
of the beastmen, where might and ferocity are the campaign, he is perceived as a divine mandate, a signal that a
cornerstones of power, the beastlords are the ultimate great wave of destruction is about to be unleashed upon the
civilized world. This belief imbues the beastmen with
embodiment of these traits.
fanatical zeal, as they view their campaigns under a
Under a beastlord's command, warhorns serve as
beastlord's command as sacred acts of war, destined to bring
lieutenants or subcommanders, each overseeing individual
ruination and chaos in the name of their dark deities. The
herds within the larger force. This structure allows the
appearance of a beastlord at the head of a united beastmen
beastlord to exert control over a massive number of troops,
force is a dire portent, heralding a time of strife and
delegating responsibilities to these trusted commanders
devastation for all who stand against them.
while maintaining overall strategic direction.

Warhorn Forest Camouflage. The warhorn has advantage on


Dexterity (Stealth) checks made to hide in forest
Medium humanoid (beastman), chaotic evil
terrain.

Armor Class 16 (chain mail) Land's Stride. Moving through nonmagical difficult
Hit Points 102 (12d8 + 48) terrain does not cost the warhorn extra movement.
Speed 40 ft. Primal Fury (3d8). The warhorn deals an extra 13 (3d8)
damage on hit with weapon attacks. At the end of the
turn, if the warhorn missed with all of its attacks this
STR DEX CON INT WIS CHA turn, is charmed or frightened, or has less than half of
18 (+4) 14 (+2) 18 (+4) 8 (-1) 16 (+3) 12 (+1) its hit points, it must make a DC 15 Wisdom check. If it
fails, it loses this trait until it finishes a short or long
rest.
Saving Throws Str +7, Dex +5, Int +2, Cha +4
Skills Athletics +7, Perception +9, Intimidation +7, Will of the Dark Gods. The warhorn has a 30-foot aura of
Stealth +5, Survival +6 command. While its Primal Fury ability is active and it is
Senses darkvision 60 ft., passive Perception 16 not incapacitated, each other friendly creature of the
Languages Abyssal warhorn’s choice within range with Primal Fury active
Challenge 6 (2,300 XP) Proficiency Bonus +3 has advantage on Wisdom checks triggered by their
Primal Fury ability and on saving throws against being
Beast Man. The warhorn is considered a beast in charmed or frightened.
addition to its humanoid type when determining the
effects of features, spells, and abilities such as the Bonus Action
dominate beast spell. Unrelenting. If the warhorn misses with two attacks
against the same target on the same turn, it may make a
Brute. A melee weapon deals one extra die of its
Gore attack against that target.
damage when the warhorn hits with it (included in the
attack). Actions
Charge. If the warhorn moves at least 20 ft. straight Multiattack. The warhorn makes two melee attacks.
toward a target and then hits it with a Gore attack on
the same turn, the target takes an extra 9 (2d8) Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
piercing damage. If the target is a creature, it must creature. Hit: 13 (2d8 + 4) piercing damage.
succeed on a DC 13 Strength saving throw or be Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
knocked prone. one target. Hit: 17 (2d12 + 4) slashing damage.
Dark Devotion. The warhorn has advantage on saving Javelin. Melee or Ranged Weapon Attack: +7 to hit,
throws against being charmed or frightened. reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6
+ 4) damage in melee or 7 (1d6 + 4) piercing damage
at range.

47
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Beastlord Charge. If the beastlord moves at least 20 ft. straight
toward a target and then hits it with a Gore attack on
Medium humanoid (beastman), chaotic evil
the same turn, the target takes an extra 11 (2d10)
piercing damage. If the target is a creature, it must
Armor Class 17 (splint) succeed on a DC 13 Strength saving throw or be
Hit Points 152 (16d8 + 80) knocked prone.
Speed 40 ft.
Dark Devotion. The beastlord has advantage on saving
throws against being charmed or frightened.
STR DEX CON INT WIS CHA Forest Camouflage. The beastlord has advantage on
20 (+5) 14 (+2) 20 (+5) 8 (-1) 18 (+4) 14 (+2) Dexterity (Stealth) checks made to hide in forest
terrain.
Saving Throws Str +9, Dex +7, Int +3, Cha +6 Land's Stride. Moving through nonmagical difficult
Skills Athletics +9, Perception +12, Intimidation +6, terrain does not cost the beastlord extra movement.
Stealth +6, Survival +8 Primal Fury (4d8). The beastlord deals an extra 18 (4d8)
Senses darkvision 60 ft., passive Perception 22
damage on hit with weapon attacks. At the end of the
Languages Abyssal turn, if the beastlord missed with all of its attacks this
Challenge 9 (5,000 XP) Proficiency Bonus +4
turn or has less than half of its hit points, it must make
a DC 15 Wisdom check. If it fails, it loses this trait until
Apocalyptic Vision. The beastlord has a 60-foot aura of it finishes a short or long rest.
command. While its Primal Fury ability is active and it is
not incapacitated, each other friendly creature of the Bonus Action
beastlord’s choice within range with Primal Fury active
deals an extra 9 (2d8) damage on hit with weapon Unrelenting. If the beastlord misses with two attacks
attacks and has advantage on Wisdom checks triggered against the same target on the same turn, it may make a
by their Primal Fury ability and on saving throws against Gore attack against that target.
being charmed or frightened. Actions
Beast Man. The beastlord is considered a beast in Multiattack. The beastlord makes two melee attacks.
addition to its humanoid type when determining the
effects of features, spells, and abilities such as the Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
dominate beast spell. creature. Hit: 16 (2d10 + 5) piercing damage.
Brute. A melee weapon deals one extra die of its Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.,
damage when the beastlord hits with it (included in the one target. Hit: 18 (2d12 + 5) slashing damage.
attack). Javelin. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6
+ 5) damage in melee or 9 (1d6 + 5) piercing damage
48 at range.
Beastmen Infantry Adventure Hooks The Iron Convoy: A convoy carrying masterwork
weapons and armor is scheduled to pass through a
d20 Plot Hook 11 region where besthorns have been spotted. The players
Safeguarding Sanctity: A local village enlists the are tasked with escorting the convoy, ensuring the
adventurers' help after a sacred relic is stolen during a besthorns don't plunder it to upgrade their arsenal.
1 shorthorn raid. The relic must be retrieved before the The Bloodied Glade: A sacred glade has been
shorthorns have the chance to take it back to their desecrated by the besthorn manrippers, who use it as a
herd, where it can be defiled. 12 site for their brutal rites and trials of strength. A
Shorthorn Uprising: The adventurers stumble upon an druidic circle enlists the players to cleanse and reclaim
internal conflict within a beastman herd. An unusually the glade
large influx of shorthorns has destabilized the balance War of Desecration: A warhorn has declared a war of
2
of power in the herd, leading the shorthorns to desecration, targeting a series of ancient, mystical sites
attempt an uprising against the bullying longhorns. 13 for defilement. The players must protect these sites,
Can the adventures use this upset to their advantage? each offering unique challenges and guardians, and
Victim of Torment: A prominent figure from a nearby ultimately confront the warhorn.
town has been captured by a notorious gang of The Beastman Bounty: A wealthy noble offers a
3
shorthorn tormentors. The adventurers are hired to substantial bounty for the head of a notorious warhorn
rescue the captive before it's too late. who has been raiding his lands. The players embark on
14
The Raider's Plunder: Shorthorn raiders have been a dangerous hunt, but as they delve deeper, they
attacking trade caravans, disrupting vital supply uncover unsettling truths about the noble's past
4 routes. The adventurers are hired to protect a dealings with the beastmen.
particularly valuable caravan or to track down the The Beastlord's Conquest: A powerful beastlord has
raiders' hideout and put an end to their attacks. begun uniting the disparate beastmen tribes, posing a
The Shorthorn Scouts: A village the party is visiting massive threat to the region. The players are hired by a
comes under attack by shorthorn raiders acting as 15 coalition of local rulers to either assassinate the
5 reconnaissance for a larder war herd. If the players beastlord or sow discord among the united tribes to
don't prevent the shorthorns' escape, they will alert break up the growing beastmen coalition before it can
the herd to the village's presence. launch a full-scale invasion.
The Stalkers' Gauntlet: While traveling through the The Beastlord's Prize: An ancient artifact of great power
forest, the party finds themselves in a trap-filled has been discovered by a beastlord. The players are
6 woodland gauntlet set up by a group of shorthorn recruited by a secret society that seeks to prevent the
stalkers looking to prove themselves as elite hunters 16 artifact from being used for destructive purposes. They
to their herd's chieftain. must track down the beastlord's encampment, retrieve
the artifact, and navigate through the ensuing chaos as
The Corrupted Grove: A sacred grove has been the beastmen realize their prize is being stolen.
corrupted by the presence of longhorns, who are
7 using it as a base to launch raids on nearby The Besieged Inn. The party visits an inn where refugees
settlements, and the players must cleanse the grove from the surrounding countryside are fortifying
of the beastmen's taint. 17 themselves for the night as they prepare to fend off
the inevitable attacks from the beastmen raiders who
The Savaged Caravan: A trade caravan has gone drove them here.
missing in an area known to be frequented by
8 The Beastpath Crossing. The party stumbles upon an
longhorn herds. The players are hired to track down
the caravan and rescue any survivors. intersection of woodland paths used by the beastmen
18
and soon find themselves facing attacks from multiple
Brewing Chaos: A mysterious, potent brew has begun directions by incoming beastman soldiers.
circulating in a nearby town, causing those who drink
it to become violent and uncontrollable. The source Ruinous Beasts: An expedition to explore ancient ruins
9 of this brew is traced back to the Longhorn Ravagers, goes missing in a region known for beastman activity.
who are rallying for an attack on the town. The players The players must rescue the survivors, if any, and face
19
must eliminate the ravagers and find out how the the beastman forces that lurk within the ruins,
brew is being distributed throughout the town. unraveling the secrets of a long-lost civilization and its
connection to the beastmen.
The Besthorns' Pact: A series of brutal attacks by a
group of besthorns on nearby villages leads to an The Dark Forest Beckons: A dense forest known to be a
unsettling discovery – they are not acting alone. They beastman stronghold begins to expand mysteriously,
10 serve a more sinister force. The players must encroaching upon nearby settlements. The players are
investigate the nature of this alliance, disrupt it, and 20 tasked with investigating the cause of this unnatural
face the combined might of the besthorns and their growth, leading them to confront the beastman forces
new masters. within and uncovering an ancient power that the
beastmen seek to harness.

49
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Beastmen Infantry Tactics
The beastmen are hard-hitting ambushers. They aren't as
Longhorn Tactics
Longhorns make up the bulk of most beastmen warherds.
effective if they can't catch their foes by surprise or are stuck
When fighting together, they form a rowdy mob drunk on
in a prolonged fight. Nonetheless, their recklessly aggressive
their confidence and recklessly charging into enemies. If the
nature and intense disdain for civilization will often drive
fight doesn't quickly go in their favor, sobering reality may set
them into fights where they may not have the best tactical
in, causing them to break and flee if they don't have a leader
advantages.
keeping them in line.
There are a few abilities common to all beastmen infantry.
Bestial Ambush. This ability's primary purpose is to give Longhorn Ravagers
beastmen an offensive edge when they first engage with
These beastmen's signature ability is Swig. They will typically
players. However, it doesn't always need to be used in the first
expend a use of the ability just before combat, letting the
round of combat. Some stealthier beastmen can wait until
poisoned condition clear while retaining the temporary hit
they've snuck up on a better target before making their first
points.
attack and triggering the ability.
In the heat of battle, they will use the Swig ability again if
Charge & Gore. While every beastman can use their
they lose their Primal Fury or they drop below half health. It's
Charge ability to knock a foe prone, most can't capitalize on
important that they use Swig after they've made their attacks
the advantage it grants them due to not having multiattack.
for the turn so they can minimize the disadvantage from
Therefore, it works best to have multiple beastmen gang up
being poisoned.
on a single target so others can make follow-up attacks on
Because of their drunken nature, these beastmen will be
prone targets.
even more wild and reckless than the rest of their kin, and
Primal Fury. Beastmen will never flee while this ability is
you can reflect this by having them take more foolhardy
active. This ability underscores the importance of ensuring
actions in combat.
beastmen do whatever they can to help their attacks hit. This
most commonly includes attacking surprised or prone
Besthorns
enemies.
Because these elite warriors wear medium armor and don't
have the Bestial Ambush trait, they are not as reliant on
Shorthorn Tactics stealth and ambush tactics as other beastmen. If they're
These beastmen are weak and cowardly by nature and will
teamed up with other beastmen who have Bestial Ambush,
usually only press an attack if they feel they have an
the besthorns will charge the players first. This will allow the
advantage that tips the odds in their favor. This advantage
sneakier beastmen an opportunity to move around and attack
could range from a surprise attack to overwhelming numbers
from behind while the players are distracted.
or the use of forested terrain to launch hit-and-run attacks.
Once they feel they're on the winning side, shorthorns will Besthorn Manrippers
charge in with the same reckless ferocity common to most
These beastmen prioritize attacking targets with low
beastmen.
Strength so they can best utilize their Hewing Greataxe
Shorthorn Tormentors attacks. However, if the enemies they can reach all have high
AC or abilities that make them hard to hit, the manrippers
These beastmen typically move ahead of the rest of their
will change their strategy to attacking foes that are grouped
warband, setting up ambushes that their allies can capitalize
up so they can attempt to make use of their Arcing Swing
on. If they can pull off the ambush, they'll use their poisonous
ability.
attacks to weaken players and leave them more susceptible to
the charges of other beastmen. Once an enemy is prone, the
Warhorns and Beastlords
tormentors will surround it and ensure it can't get back up.
These beastmen leaders fight from within the center of their
These tactics make tormentors ideal allies for stronger
minions, extending their aura to as many beastmen as
beastmen like longhorns and besthorns.
possible. Because they're constantly seeking the favor of their
dark gods, they will often challenge the most powerful
Shorthorn Raiders and Stalkers
adversaries they can find to prove their worth.
These beastmen are unique in that they avoid rushing into
Because of their armor, their ambush options are often
battle to use their Charge ability. Instead, they specialize in
limited, and so they typically use the same combat initiation
targeting foes their allies can't reach in close combat. They
tactics as besthorns.
are skillful and opportunistic archers and will take cover
between their attacks whenever possible.

50
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Beastmen Loot Longhorn Loot Table
Looting Check Result or 1d20 + 3 Loot
Because beastmen are humanoids, most of the valuable
goods that can be looted from them are the remains of the 1-6 1 5sp Item
equipment they were using or valuables they were carrying, 7-11 1d4(2) 5sp Items
though it is common to harvest horns from their fallen. Most
dropped valuables can be found using an Intelligence 12-17 1d6(3) 5sp Items
(Investigation) check. 18-21 1d4(2) 1gp Items
Alternatively, you can roll for the loot randomly using a flat
modifier. 22+ 1d6(3) 1gp Items

Beastmen Loot Tables Longhorn Ravager Loot Table


The following tables describe the number of items and value Looting Check Result or 1d20 + 3 Loot
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're 1-5 2d4(5) 5sp Items
making checks, you can have them make a separate check for 6-8 2d6(7) 5sp Items
each creature they're looting or use one check for multiple
creatures at once to save time. 9-14 1d6(3) 1gp Items
15-19 2d4(5) 1gp Items
Shorthorn Loot Table
Looting Check Result or 1d20 + 3 Loot 20+ 2d6(7) 1gp Items

1-5 Nothing Besthorn Loot Table


6-10 1 5sp Item Looting Check Result or 1d20 + 3 Loot
11-17 1d4(2) 5sp Items 1-6 1 2gp Item
18-22 1d6(3) 5sp Items 7-10 1d4(2) 2gp Items
23+ 2d4(5) 5sp Items 11-17 1d6(3) 2gp Items
18-21 2d4(5) 2gp Items
Shorthorn Tormentor Loot Table
Looting Check Result or 1d20 + 3 Loot 22+ 2d6(7) 2gp Items

1-5 1 5sp Item Besthorn Manripper Loot Table


6-8 1d4(2) 5sp Items Looting Check Result or 1d20 + 3 Loot
9-15 1d4(2) 5sp Items 1-5 1 5gp Item
16-20 1d4(2) 1gp Items 6-9 1d4(2) 5gp Items
21+ 1d6(3) 1gp Items 10-16 1d6(3) 5gp Items
17-21 1d4(2) 10gp Items
Shorthorn Raider Table
Looting Check Result or 1d20 + 3 Loot 22+ 1d6(3) 10gp Items

1-4 Nothing
5-8 1 5sp Item
9-15 1d4(2) 5sp Items
16-20 1d6(3) 5sp Items
21+ 2d4(5) 5sp Items

Shorthorn Stalker Loot Table


Looting Check Result or 1d20 + 3 Loot
1-6 2d4(5) 5sp Items
7-10 2d6(7) 5sp Items
11-17 1d6(3) 1gp Items
18-21 2d4(5) 1gp Items
22+ 2d6(7) 1gp Items

51
Warhorn Loot Table Example Uncommon Beastmen Item Names
Looting Check Result or 1d20 + 5 Loot 1d4 5gp Item 10gp Item 20gp Item
1-6 1 10gp Item Elite
1 Cracked Elite Majestic Elite
Beastman
7-9 1d4(2) 10gp Items (Bone) Beastman Horn Beastman Horn
Horn
10-16 1d6(3) 10gp Items
Intact
2 Tattered Pristine
17-21 1d4(2) 20gp Items Reinforced
(Hide) Reinforced Hide Reinforced Hide
Hide
22+ 1d6(3) 20gp Items
Masterwork
3 Rusted Armor Armor
Beastlord Loot Table Armor
(Metal) Plate/Blade Plate/Blade
Plate/Blade
Looting Check Result or 1d20 + 5 Loot
4 Cracked
1-8 1 50gp Item Warpwood Prime Warpwood
(Wood) Warpwood
9-13 1 100gp Item
14-20 1d4(2) 100gp Items
Example Rare Beastmen Item Names
1d4 50gp Item 100gp Item 200gp Item
21-23 1d6(3) 100gp Items
1 Cracked Beastlord Majestic
24+ 1d4(2) 200gp Items (Bone) Beastlord Horn Horn Beastlord Horn
2 Tattered Runed Intact Runed Masterwork
Example Beastmen Loot Names (Hide) Hide Hide Runed Hide
You can give the different types of items unique names based
on their material and value to help differentiate them from Rusted Runic Masterwork
3 Runic Armor
one another. The following tables provide some example Armor Runic Armor
(Metal) Plate/Blade
names. Plate/Blade Plate/Blade
4 Cracked
Example Common Beastmen Item Names (Wood) Runewood
Runewood Prime Runewood
1d4 5sp Item 1gp Item 2gp Item
1 Cracked Beastman Majestic
(Bone) Beastman Horn Horn Beastman Horn
2
Tattered Hide Intact Hide Pristine Hide
(Hide)
Rusted Masterwork
3 Blade/Armor
Blade/Armor Blade/Armor
(Metal) Fragment
Fragment Fragment
4 Cracked
Beastwood Prime Beastwood
(Wood) Beastwood

52
The Dark Omen
The Dark Omen is a figure of dread and awe within the
annals of human legend and folklore, a bray speaker whose His origins are shrouded in mystery, with rumors
name is whispered in fearful tones. His physical form is a suggesting he was chosen by the dark gods themselves,
grotesque testament to his dark powers, marked distinctly by transformed from a mere beastman into a being of immense
a pair of large, tattered crow wings sprouting from his back. mystical power. His eyes are said to blaze with an unholy
These wings are often kept hidden under his hide cloak, but light, piercing through the shadows of the forest, and his
when outstretched, they are revealed to be black as the voice carries the weight of prophecy, his words twisting the
deepest night and as ominous as the shadows dancing at the minds of those who hear them.
firelight's edge. They are seen as a physical embodiment of The Dark Omen's ruinous reputation is built upon
his cursed connection to the dark gods. countless desecrated shrines and fallen enemies, his mere
The coming of The Dark Omen is always foretold by a presence spreading fear and chaos. He is not only a master of
series of dark portents and ominous signs. In woodland dark sorcery but also a tactician of savage warfare, leading
regions, locals speak of strange hoofprints leading up to their his herds in brutal raids against civilization. His command
door, flocks of crows that blot out the sun, and a sense of over the beastmen is absolute, his will enforced not just by
dread that settles over the land like a suffocating blanket. strength but by the sheer terror he invokes. In battle, he
These supernatural occurrences have elevated The Dark wields his malevolent magic with devastating effect, cursing
Omen to a figure of religious superstition and fearful his foes and bolstering his followers with the primal fury of
reverence among those living near the forests. Some the wilds.
unfortunate souls may even catch a glimpse of the creature Legend has it that The Dark Omen seeks to fulfill a dire
leering from the shadowy forest edge, an event which all but prophecy, one that foretells a great reckoning that will engulf
guarantees impending misfortune and doom. the world in chaos and darkness. As he moves unseen
When he emerges from the darkest depths of the ancient through the forest, the beating of his crow wings is said to be
forests, The Dark Omen is more than just a leader among the an omen of the dark times to come, a reminder that the
beastmen; he is the harbinger of doom and a prophet of beastmen are ever waiting at the edge of the civilized lands,
despair. ready to reclaim the world in the name of their sinister
deities.
The Dark Omen Art Credit
Foul Watcher - Mila Pesic, Wizards of the Coast
Rageblood Shaman - Mike Bierek, Wizards of the Coast Revenge of Ravens - Dmitry Burmak, Wizards of the
Coast

53
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Dark Omen If no creatures fail saving throws against any spell
The Dark Omen cast this turn, or if he is charmed,
Medium humanoid, chaotic evil
frightened, or has taken 100 or more damage since his
last turn, he must make a DC 15 Wisdom check. On a
Armor Class 16 (natural armor) failure, he loses one level of power.
Hit Points 297 (35d8 + 140)
Speed 40 ft., fly 60 ft. Unholy Fury Spells Gained Per Level*
1 level of power: primal scream, withering resolve
2 levels of power: impending doom, wind of death
STR DEX CON INT WIS CHA
3 levels of power: horrifying laughter, pit of shadows
16 (+3) 18 (+4) 18 (+4) 12 (+1) 20 (+5) 14 (+2) 4 levels of power: purple sun, savage dominion

Saving Throws Int +6, Wis +10, Cha +7, Con +9


Charge. If The Dark Omen moves at least 20 ft. straight
Skills Athletics +8, Religion +8, Perception +10, toward a target and then hits it with a Gore attack on
Intimidation +12, Stealth +9, Survival +10
the same turn, the target takes an extra 7 (2d6)
Senses darkvision 120 ft., passive Perception 19
piercing damage. If the target is a creature, it must
Languages Abyssal succeed on a DC 16 Strength saving throw or be
Challenge 16 (15,000 XP) Proficiency Bonus +5
knocked prone.
Beast Man. The Dark Omen is considered a beast in
addition to his humanoid type when determining the
Actions
effects of features, spells, and abilities such as the Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
dominate beast spell. creature. Hit: 6 (1d6 + 3) piercing damage.
Forest Camouflage. The Dark Omen has advantage on Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5
Dexterity (Stealth) checks made to hide in forest ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or
terrain. 7 (1d8 + 3) bludgeoning damage if wielded with two
hands.
Land's Stride. Moving through nonmagical difficult
terrain costs The Dark Omen no extra movement. Legendary Actions
Spellcasting. The Dark Omen is a spellcaster. His The Dark Omen can take 3 legendary actions, choosing
spellcasting ability is Wisdom (spell save DC 18, +10 to from the options below. Only one legendary action
hit with spell attacks). He knows the following spells: option can be used at a time and only at the end of
At will: druidcraft, find the path, mystic signal* (ritual another creature's turn. The Dark Omen regains spent
only), summon flock* (9th level) legendary actions at the start of its turn.
Unholy Fury (1/day). At the start of his turn, The Dark Swoop. The Dark Omen moves up to 20 feet without
Omen can begin channeling his unholy fury. At the start provoking opportunity attacks, then makes a weapon
of each of his turns for the next minute (including the attack.
turn he activates this ability), The Dark Omen gains a
Check. The Dark Omen makes a skill check that would
level of power. He gains the following cumulative
normally require an action.
benefits for each level of power:
Tenacious Will. If The Dark Omen is suffering from an
Access to new spells, each of which he can cast once
effect that allows it to make a saving throw as an action
per use of this feature. These spells don't require
or at the beginning or end of its next turn, it may
material components.
immediately make that save against the effect with
He can maintain concentration on an additional spell
advantage. It can use this legendary action while
per level, which can't be broken as a result of taking
incapacitated.
damage.
The Dark Omen and chosen allies he can see within Unholy Casting (Costs 3 Actions). The Dark Omen casts
120 feet with Primal Fury active deal an extra 4 a spell granted by its Unholy Fury ability that it has
(1d8) necrotic damage on hit with attacks and get access to.
+1 to Wisdom checks triggered by Primal Fury
*New Spells Found In Spells Section of Document
abilities, as well as saving throws against being
charmed or frightened.

54
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Epic Encounter Dark Omen Adventure Hooks
If you wish to make The Dark Omen into a threat for end- d4 Plot Hook
game players, you can make the following enhancements:
The Omen's Shadow: Rumors spread across the region
Increase his hit points to 600 of unnatural phenomena – crops failing, wildlife
Increase the AC granted by his natural armor to 17 behaving erratically, and dark visions plaguing the
Give him proficiency in Strength and Dexterity saving dreams of the villagers. These signs are believed to
1
throws (increasing his modifier to +8 for Strength and +7
herald the arrival of The Dark Omen. The players must
for Dexterity)
investigate these omens, protect the affected
communities, and uncover the true intention of The
Increase his CR to 20
Dark Omen's visitation.
The Dark Omen's Lair Pact of the Crow: A village leader, desperate to protect
his people from the beastmen's raids, has struck a
The Dark Omen does not keep a traditional lair or even stay
dangerous bargain with The Dark Omen. The players
in one area for long. Instead, he roams the land before
2 are drawn into a complex situation where they must
choosing a location to bring ruination upon. This is usually a
deal with the consequences of the leader's actions and
relatively isolated village or farmland near woods where he confront The Dark Omen to prevent a greater evil from
can establish a temporary lair. From here, The Omen slowly unfolding.
begins to sow terror among everyone living nearby.
When fighting within his lair, The Dark Omen's CR The Doomed Village: A village on the forest’s edge is
increases by 1. suffering from a mysterious curse since The Dark
Omen was sighted nearby. Villagers are vanishing, and
3
Lair Actions those remaining speak of terrifying nightmares. The
When fighting inside his lair, The Dark Omen can invoke the
players need to break the curse, rescue the missing
ambient magic that has saturated his temporary abode to use
villagers, and confront the source of this dark magic.
his lair action. On initiative count 20 (losing initiative ties), The Crow Feather’s Trail: A series of occult crimes and
The Dark Omen can cause the following effects, even while strange events in a city are linked by a single clue – a
incapacitated: crow's feather, a known symbol of The Dark Omen.
Creatures without the Primal Fury or Unholy Fury abilities 4 The players must unravel this mystery, leading them on
in the layer must make a DC 15 Wisdom saving throw. On a a trail that connects the city's dark underbelly to the
failure, a creature is overwhelmed by a sense of abject defeat ominous forests and ultimately to The Dark Omen
until initiative count 20 on the next round. While himself.
overwhelmed this way, a creature can't add their proficiency
bonus to saving throws, checks, attack rolls, or their spell
save DC for spells they cast. If three or more creatures fail
the saving, The Dark Omen gains a level of power for his
Unholy Fury trait if the ability is active.

Regional Effects
Any region where The Dark Omen dwells for a significant
amount of time is warped by his magic, creating one or more
of the following effects everywhere within 5 miles of his lair:

Strange footprints appear across the area, going up


vertical surfaces, solid objects, and sometimes
mysteriously disappearing with no trace. These footprints
prevent The Dark Omen from being tracked except by
magical means while in the area.
Clouds in the sky form into leering horned skulls and
other twisted faces.
Beasts within the area become highly aggressive and
agitated, causing creatures other than The Dark Omen to
have disadvantage on Wisdom (Animal Handling) checks
while in the area.
Crows and carrion birds become predominant in the area
and can telepathically communicate with The Dark Omen
while he is in the area.

If Dark Omen dies, these effects fade over the course of


1d10 days.

55
Dark Omen Tactics
The Dark Omen is a formidable spellcaster who is also adept
in melee combat. He specializes in casting spells that are
most effective at close range. Thanks to his fly speed, The
Dark Omen excels in repositioning himself for optimal
attacks and spellcasting.
Minion Interaction: While The Dark Omen can be an
effective solo encounter, he works best with minions.

Spells
The Dark Omen's primary ability is Unholy Frenzy, which
enhances his spellcasting power as combat progresses.
Creatures attempting to charm, frighten, or interfere with the
Dark Omen's ability to make Wisdom checks become his
primary targets. The Dark Omen is a tactical spellcaster and
avoids using spells on targets likely to resist them.

Summon Flock
The Dark Omen can cast this spell at will and should always
have it active so that he gains a +12 bonus to Perception,
bringing his passive Perception up to 22. Attacks made with
this spell also benefit from the Unholy Fury trait.

Withering Resolve
Cast this spell on creatures likely to interfere with The Dark
Omen's Unholy Frenzy checks, particularly targets lacking
proficiency in Wisdom saving throws.

Primal Scream
Use Case 1: Cast when it can affect more than two
targets.
Use Case 2: Cast if The Dark Omen is airborne and is
Savage Dominion: Opt for this spell if Dark Omen's
confronted by another flying opponent with low
action economy is low or he anticipates defeat in the next
Constitution.
round. The summoned creature persists even after Dark
Omen's demise.
Impending Doom
Best cast on targets with low Charisma or on those already Creatures Summoned With Savage
under the effects of Withering Resolve Dominion
Wind of Death The preferred creature can depend on the state of the battle:
Effective when it can hit two or more targets Giant: Ideal for situations where adversaries excel in
avoiding melee combat or are engaged in long-range
Horrifying Laughter vs. Pit of Shadows fighting
Horrifying Laughter: Preferable when targeting a Jabberwocky: Ideal for disrupting enemies with its Burble
creature whose saving throw has been lowered, especially ability and other debilitating effects. Note that the Burble
if it's already affected by Withering Resolve or Impending ability can affect anyone in proximity, including The Dark
Doom Omen
Pit of Shadows: Generally a better choice when it can Behemoth: A versatile choice suited for targeting and
affect two or more creatures with lower Dexterity, consuming individual targets as well as attacking groups
particularly if no target is affected by Withering Resolve or with its Rend ability
Impending Doom
Legendary Actions
Savage Dominion vs. Purple Sun When The Dark Omen is not in debilitating terrain and is
Both spells are extremely devastating, but their usage surrounded by less than two enemies, it primarily uses its
depends on specific conditions: legendary actions to cast spells. If The Dark Omen finds itself
in debilitating terrain or surrounded by two or more enemies,
Purple Sun: Cast this spell when Dark Omen has 100 or it will prioritize using its actions to reposition itself. When
more hit points and is not suffering from any crippling moving, The Dark Omen aims to move from one target. This
conditions. strategic movement is designed to maximize the benefits of
its Charge ability for its Gore attack at the end of its
movement.

56
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Dark Omen Loot Example Dark Omen Loot Names
You can give the different types of items unique names based
Most of the valuable goods that can be looted from The Dark on their material and value to help differentiate them from
Omen come from what can be harvested from his horns and
one another. The following tables provide some example
wings or from relics and blasphemous icons he carries. Most
names.
dropped valuables can be found using an Intelligence
(Investigation) or identified using an Intelligence (Religion) Example Very Rare Dark Omen Item Names
check. Alternatively, you can roll for the loot randomly using a
1d6 500gp Item 1,000gp Item 2,000gp Item
flat modifier.
1 Cracked Horn of Horn of The Eldritch Horn of
The Dark Omen Loot Tables (Bone) The Dark Omen Dark Omen The Dark Omen
The following tables describe the number of items and value
Tattered Hood Chaos-Blessed
of those items the players are able to loot depending on the 3 Hood of The
of The Dark Hood of The Dark
result of their check or the results of your roll. (Cloth) Dark Omen
Omen Omen
The Dark Omen Loot Table Tattered Feathers of Chaos-Blessed
2
Looting Check Result or 1d20 + 7 Loot Feathers of The The Dark Feathers of The
(Hide)
Dark Omen Omen Dark Omen
1-9 1d4(2) 500gp Items
4 Cracked Staff of Staff of The Eldritch Staff of
10-12 1d4(2) 1,000gp Items (Wood) The Dark Omen Dark Omen The Dark Omen
13-19 1d6(3) 1,000gp Items
Example Legendary Dark Omen Item Names
20-24 1d6(3) 2,000gp Items
10,000gp
25+ 2d4(5) 2,000gp Items 1d4 5,000gp Item Item 20,000gp Item
1 Cracked Horn of Horn of The Eldritch Horn of
The Dark Omen (Epic Encounter) Loot (Bone) The Apocalypse Apocalypse The Apocalypse
Table
2 Tattered Cowl of Cowl of Eldritch Cowl of
Looting Check Result or 1d20 +
(Cloth) Damnation Damnation Damnation
7 Loot
Tattered Wings Chaos-Blessed
1-9 1 5,000gp Item 3 Wings of The
of The Wings of The
(Hide) Apocalypse
10-13 1d4(2) 5,000gp Items Apocalypse Apocalypse
1d4(2) 10,000gp 4 Cracked Staff of Staff of Eldritch Staff of
14-19 (Wood) Damnation Damnation Damnation
Items
20-24 1 20,000gp Item
1d6(3) 20,000gp
25+
Items

57
Megataurs
Megataurs are colossal four-armed
monstrosities that tower over their
beastmen kin, feared and revered in equal
measure. These giant creatures are believed
to be former minotaurs who underwent extreme
mutations due to the overconsumption of tainted
flesh or other eldritch substances. This consumption
led to grotesque transformations, amplifying their already
formidable strength and size, and giving them their terrifying
new form.
Two of the megataur's arms end in massive, bone-like
blades, perfect for cleaving through armor and flesh alike.
The other two arms are used to grab and shovel as much
flesh into their fanged maw as possible, feeding their
insatiable hunger. Their monstrous form and ravenous New Condition: Berserk
appetite make them nearly uncontrollable, a fact that only the Berserk creatures gain the following effects unless
most powerful beastmen chieftains and shamans can an ability states otherwise:
overcome. Those who can control a megataur wield it as a
living weapon of war, unleashing its fury upon their enemies. The creature can only use its movement to
In combat, megataurs are devastating forces of nature.
move closer to an enemy it can see or hear.
The creature can only use its action, bonus
They rush into masses of enemies with terrifying speed,
action, and reaction to make melee attacks or
bulldozing through ranks and causing chaos and panic. Their
move closer to an enemy it can see or hear.
bladed arms swing with destructive force, while their other
The creature can't maintain concentration on
arms grab and swallow foes whole. The sight of a Megataur
spells or other effects.
rampaging across the battlefield is enough to break the spirit The creature can't be frightened or charmed.
of even the most stalwart defenders, leaving a trail of
destruction and carnage in its wake. These beasts are not
just instruments of war; they are the embodiment of the
beastmen's endless hunger, unleashed upon the world in a Megatuar Tactics
frenzy of blood and violence.
The Blood Brute. The Blood Brute is a particularly
Combat Initiation
Use Rushing Gore to close distance when enemies are out
fearsome megataur, having received dark blessings from a
of reach.
demonic lord of war and bloodlust. These unholy gifts have
Once in melee range, target the physically strongest
intensified the creature's already insatiable hunger for flesh
creature for blade arm attacks.
and unquenchable thirst for blood. No matter how many foes
Simultaneously attempt to grasp and swallow nearby,
it consumes, The Blood Brute's ravenous appetite can never
physically weaker creatures.
be sated, driving it into a perpetual frenzy. This cursed
existence makes The Blood Brute an even more terrifying
Rejuvenation Strategy
force on the battlefield. Its eyes burn with an unholy fire, and
The megataur requires creatures in its stomach to activate
its roars echo with the rage of its demonic patron. The Blood
rejuvenation.
Brute's presence is a harbinger of unparalleled carnage, as it
If its health falls to half or less and there are no enemy
rampages through enemy ranks, driven by an endless desire
creatures in its stomach or nearby, start swallowing
to feed and kill.
weaker allied creatures to heal.

58
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Megataur Adventure Hooks
d4 Plot Hook
Ritual of Gorging : The players discover that a cult of
beastmen shamans is performing a dark ritual to
1 transform captured minotaurs into megataurs so they
may provide them to beastman warlords they deem
worthy.
The Megataur Labyrinth: Deep beneath an ancient forest
lies a maze-like network of tunnels that have become
2
the lair of a megataur who preys on travelers and is
said to guard foul relics of the dark gods.
The Flesh Pit: The players learn of a secretive beastmen
3 arena where captured enemies are fed to a megataur in
gruesome ritual combat.
The Blood Pact: A powerful beastman warlord has
struck a dark pact with a demonic lord, resulting in the
4 creation of a megataur known as The Blood Brute who,
he plans to use as the lynchpin in his upcoming
invasion.

Megataur Blade Arm. Melee Weapon Attack: +12 to hit, reach 10


ft., one target. Hit: 25 (3d12 + 7) slashing damage.
Huge monstrosity (beastman), chaotic evil
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Armor Class 15 (natural armor) target. Hit: 12 (2d4 + 7) bludgeoning damage. If the
Hit Points 273 (26d10+130) target is Large or smaller, it is grappled (escape DC 20).
Speed 50 ft. The megataur has two fists, each of which can grapple
only one target.
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 32 (4d12 + 6) piercing damage. If the
24 (+7) 10 (+0) 20 (+5) 6 (-2) 10 (+0) 8 (-1) megataur moved at least 20 feet straight toward the
target immediately before the hit, the target takes an
extra 26 (4d12) piercing damage. If the target is a
Saving Throws Int +3, Cha +4, Wis +5
creature, it must succeed on a DC 20 Strength saving
Skills Athletics +12, Perception +10, Intimidation +10,
throw or be pushed up to 10 feet away and knocked
Stealth +5, Survival +10
prone.
Senses darkvision 60 ft., passive Perception 20
Languages Abyssal Swallow. The megataur makes one bite attack against
Challenge 16 (15,000 XP) Proficiency Bonus +5 each Large or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends. The
Blood Greed. At the end of the megataur's turn, if it swallowed creature is blinded and restrained and has
dealt damage to a creature with a weapon attack since total cover against attacks and other effects outside the
the end of its last turn, it goes berserk until the end of megataur. At the start of each of the megataur's turns,
its next turn. While berserk, it deals an extra 9 (2d8) each swallowed creature then takes 21 (4d6) acid
damage on hit with weapon attacks. damage. The megataur regains 5 hit points for each
creature damaged this way. If the creature is reduced to
Keen Smell. The megataur has advantage on Wisdom 0 hit points by the acid damage, it dies, and its body is
(Perception) checks that rely on smell. dissolved. The megataur dies only if it starts its turn
Labyrinthine Recall. The megataur can perfectly recall with 0 hit points and doesn't regain hit points from this
any path it has traveled. feature.

Land's Stride. Moving through nonmagical difficult If the megataur takes 30 damage or more on a single
terrain does not cost the megataur extra movement. turn from a creature inside it, the megataur must
succeed on a DC 15 Constitution saving throw at the
Actions end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 10 feet of the
Multiattack. The megataur makes two attacks with its megataur. If the megataur dies, a swallowed creature is
Blade Arms. It can then use its Swallow or make two fist no longer restrained by it and can escape from the
attacks. corpse by using 10 feet of movement, exiting prone.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 7) piercing damage.
Bonus Action
Rushing Gore. When the megataur takes the Dash
action, it can make a Gore attack. 59
Megataur, Blood Brute Swallow. The megataur makes one bite attack against
each Large or smaller target it is grappling. If the attack
Huge monstrosity (beastman), chaotic evil
hits, the target is swallowed, and the grapple ends. The
swallowed creature is blinded and restrained and has
Armor Class 15 (natural armor) total cover against attacks and other effects outside the
Hit Points 399 (38d10+190) megataur. At the start of each of the megataur's turns,
Speed 50 ft. each swallowed creature gains a level of heat and then
takes 14 (4d6) fire damage for each level of heat it has.
The megataur regains 5 hit points for each creature
STR DEX CON INT WIS CHA damaged this way. A creature loses all stacks of heat
24 (+7) 10 (+0) 20 (+5) 6 (-2) 10 (+0) 8 (-1) once it is no longer restrained by the megataur. If the
creature is reduced to 0 hit points by the fire damage,
it dies, and its body is dissolved. The megataur dies
Saving Throws Dex +7, Int +5, Cha +6, Wis +7
only if it starts its turn with 0 hit points and doesn't
Skills Athletics +14, Perception +14, Intimidation +13,
Stealth +7, Survival +14 regain hit points from this feature.
Senses darkvision 60 ft., passive Perception 24 If the megataur takes 30 damage or more on a single
Languages Abyssal turn from a creature inside it, the megataur must
Challenge 21 (33,000 XP) Proficiency Bonus +7 succeed on a DC 15 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures,
Blood Greed. At the end of the megataur's turn, if it which fall prone in a space within 10 feet of the
dealt damage to a creature with a weapon attack since megataur. If the megataur dies, a swallowed creature is
the end of its last turn, it goes berserk until the end of no longer restrained by it and can escape from the
its next turn. While berserk, it deals an extra 9 (2d8) corpse by using 10 feet of movement, exiting prone.
damage on hit with weapon attacks.
Bonus Action
Keen Smell. The megataur has advantage on Wisdom
Rushing Gore. When the megataur takes the Dash
(Perception) checks that rely on smell.
action, it can make a Gore attack.
Labyrinthine Recall. The megataur can perfectly recall
any path it has traveled. Legendary Actions
Land's Stride. Moving through nonmagical difficult The megataur can take 3 legendary actions, choosing
terrain does not cost the megataur extra movement. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The megataur regains spent
legendary actions at the start of its turn.
Multiattack. The megataur makes two attacks with its
Blade Arms. Blood Call. The megataur chooses a creature that just
took its turn, which it can see within 120 feet of it,
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one calling it into battle by having the creature's own blood
target. Hit: 22 (3d10 + 7) piercing damage. turn on it. At the start of the creature's next turn, the
Blade Arm. Melee Weapon Attack: +14 to hit, reach 10 target may move on its turn toward the megataur by
ft., one target. Hit: 26 (3d12 + 7) slashing damage. the most direct route, trying to get within 10 feet of it.
The creature can then take the rest of its turn as
Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one normal, except it can't move away from the megataur
target. Hit: 12 (2d4 + 7) bludgeoning damage. If the willingly and can't teleport. If it doesn't choose to move
target is Large or smaller, it is grappled (escape DC 23). this way, it takes 27 (5d10) force damage instead.
The megataur has two Fists, each of which can grapple
only one target. Check. The megataur makes a skill check that would
normally require an action.
Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one
creature. Hit: 33 (4d12 + 7) piercing damage. If the Lunging Grasp. The megataur moves up to 25 feet and
megataur moved at least 20 feet straight toward the then may make a Fist attack against a creature that just
target immediately before the hit, the target takes an took its turn.
extra 26 (4d12) piercing damage. If the target is a Swallow. The megataur uses the Swallow action.
creature, it must succeed on a DC 22 Strength saving
throw or be pushed up to 10 feet away and knocked Tenacious Will. If the megataur is suffering from an
prone. effect that allows it to make a saving throw as an action
or at the beginning or end of its next turn, it may
immediately make that save against the effect with
advantage. It can use this legendary action while
incapacitated.

60
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Megataur Loot Example Megataur Loot Names
You can give the different types of items unique names based
The valuable items looted from rat ogres will generally come on their material and value to help differentiate them from
from whatever can be harvested from them. This harvesting
one another. The following tables provide some example
can usually be done using a Wisdom (Survival) or
names.
Intelligence (Nature) check. However, you may allow players
proficient with specific tools to harvest items related to that Example Rare Megataur Item Names
tool. For example, a character might make a Wisdom
1d4 50gp Item 100gp Item 200gp Item
(Leathworker’s Tools) check to harvest hide. Alternatively, you
can roll for the loot randomly using a flat modifier. 1 Cracked Pristine
Megataur Bone
(Bone) Megataur Bone Megataur Bone
Megataur Loot Tables 2 Stringy Prime Megataur
The following tables describe the number of items and value Megataur Flesh
(Flesh) Megataur Flesh Flesh
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're 3 Clotted Megataur Prime Megataur
making checks, you can have them make a separate check for (Fluid) Megataur Blood Blood Blood
each creature they're looting or use one check for multiple 4 Tattered Intact Prisitine
creatures at once to save time. (Hide) Megataur Hide Megataur Hide Megataur Hide
Megataur Loot Table
Looting Check Result or
Example Very Rare Megataur Item Names
1d20 + 7 Loot 1d4 500gp Item 1,000gp Item 2,000gp Item

1 500gp Item & 2d4(5) 50gp 1-2 Cracked Megataur Majestic


1-9 (Bone) Megataur Horn Horn Megataur Horn
Items
1 1,000gp Items & 2d4(5) Megataur
10-12 3-4 Rusted Megataur Runed Megataur
100gp Items Blade
(Metal) Blade Fragment Blade Fragment
Fragment
1d4(2) 1,000gp Items & 2d6(7)
13-19
100gp Items
Example Very Rare Blood Brute Item Names
1d6(3) 1,000gp Items & 2d6(7) 1d4 500gp Item 1,000gp Item 2,000gp Item
20-24
100gp Items
1 Cracked Blood Blood Brute Pristine Blood
1d6(3) 2,000gp Items & 2d4(5) (Bone) Brute Bone Bone Brute Bone
25+
200gp Items
2 Stringy Blood Blood Brute Prime Blood
(Flesh) Brute Flesh Flesh Brute Flesh
Megataur Blood Brute Loot Table
Looting Check Result 3 Clotted Blood Blood Brute Prime Blood
or 1d20 + 5 Loot (Fluid) Brute Blood Blood Brute Blood

1 5,000gp Item & 2d4(5) 500gp 4 Tattered Blood Intact Blood Prisitine Blood
1-10 (Hide) Brute Hide Brute Hide Brute Hide
Items
1 10,000gp Items & 2d4(5)
11-14
1,000gp Items
Example Legendary Blood Brute Item
Names
1d4(2) 10,000gp Items &
15-21 10,000gp
2d6(7) 1,000gp Items
1d4 5,000gp Item Item 20,000gp Item
1d4(2) 20,000gp Items & 1-2 Cracked Blood Blood Brute Majestic Blood
22-26
2d4(5) 1,000gp Items
(Bone) Brute Horn Horn Brute Horn
1d6(3) 20,000gp Items &
27+ Rusted Blood Blood Brute Runed Blood
2d4(7) 2,000gp Items 3-4
Brute Blade Blade Brute Blade
(Metal)
Fragment Fragment Fragment

Megatuars Art Credit


Nessian Demolok - Daarken, Wizards of the Coast
Ghor-Clan Rampager - Charles Urbach, Wizards of the
Coast

61
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Minotaur
Large monstrosity (beastman), chaotic evil

Armor Class 14 (natural armor)


Hit Points 93 (11d10 + 33)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Skills Athletics +6, Perception +7, Intimidation +3,


Stealth +2, Survival +5
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP) Proficiency Bonus +2

Blood Greed. At the end of the minotaur's turn, if it


dealt damage to a creature with a weapon attack
since the end of its last turn, it goes berserk until
the end of its next turn. While berserk, it deals an
extra 9 (2d8) damage on hit with weapon attacks.
Labyrinthine Recall. The minotaur can perfectly recall
any path it has traveled.
Land's Stride. Moving through nonmagical difficult
terrain does not cost the minotaur extra movement.

Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. If the
minotaur moved at least 20 feet straight toward the
target immediately before the hit, the target takes
an extra 9 (2d8) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength
saving throw or be pushed up to 10 feet away and
knocked prone.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5
Minotaurs ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Minotaurs are towering monstrosities among the beastmen,
standing twice as tall as a man with bodies rippling with
massive muscles and heads resembling those of fierce,
fanged bulls. Their bull heads are equipped with sharp teeth,
perfect for tearing at flesh and making them even more
fearsome in close combat. Their sheer size and strength New Condition: Berserk
make them formidable foes on any battlefield, their presence Berserk creatures gain the following effects unless
alone often causing enemies to falter in fear. Though they an ability states otherwise:
possess immense physical power, minotaurs are known to be
even less intelligent than their beastmen kin, relying on brute The creature can only use its movement to
force and primal instincts rather than cunning or strategy. move closer to an enemy it can see or hear.
In battle, minotaurs are driven by an insatiable hunger for
The creature can only use its action, bonus
flesh, with a particular preference for human flesh. This
action, and reaction to make melee attacks or
move closer to an enemy it can see or hear.
ravenous appetite fuels their ferocity, and once they taste
The creature can't maintain concentration on
blood, they are thrown into a wild frenzy. Their charges are
spells or other effects.
devastating, capable of breaking through enemy lines and
The creature can't be frightened or charmed.
causing chaos and destruction. The sight of a blood-crazed
minotaur rampaging through a battlefield is enough to turn
the tide of combat in favor of the beastmen.

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Minotaurs hold a special place in the dark pantheon of
beastmen worship. They are often called upon by their dark
gods to serve as guardians of sacred, unholy sites hidden Minotaur, Flesh
deep underground or within the darkest parts of the woods.
These sites are often maze-like, labyrinthine structures
Gorger
created through the twisted influence of the dark gods. Large monstrosity (beastman), chaotic evil
Minotaurs navigate these unholy labyrinths with unnatural
ease, hunting down intruders with relentless determination. Armor Class 15 (natural armor)
Despite the fear they inspire, powerful beastmen leaders Hit Points 136 (16d10+48)
will summon minotaurs to join them in battle, luring them Speed 40 ft.
with promises of fresh meat and the chance to sate their
bloodlust. Other beastmen tread carefully around these
hulking brutes, aware of their unpredictable nature and the STR DEX CON INT WIS CHA
devastation they can unleash. 20 (+5) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
Minotaurs who frequently participate in the wars of the
beastmen and have gorged on the flesh of countless enemies Skills Athletics +7, Perception +9, Intimidation +5,
become more powerful and are referred to as Flesh Gorgers. Stealth +3, Survival +6
These monstrous brutes grow even larger and more muscled, Senses darkvision 60 ft., passive Perception 19
their already formidable strength becoming even more Languages Abyssal
devastating. Their fanged bull heads become more menacing, Challenge 5 (1,800 XP) Proficiency Bonus +3
with teeth stained from the blood of their countless victims.
The insatiable hunger that drives them intensifies, turning Blood Greed. At the end of the minotaur's turn, if it
them into relentless engines of destruction on the battlefield. dealt damage to a creature with a weapon attack
Flesh Gorgers are feared by both enemies and their fellow since the end of its last turn, it goes berserk until
beastmen, their bloodlust and ferocity making them nearly the end of its next turn. While berserk, it deals an
unstoppable forces of nature. Their presence in a battle often extra 9 (2d8) damage on hit with weapon attacks.
signals an impending massacre, as they tear through foes
with terrifying ease, leaving carnage in their wake. Brute. A melee weapon deals one extra die of its
damage when the minotaur hits with it (included in
the attack).
Labyrinthine Recall. The minotaur can perfectly recall
any path it has traveled.
Land's Stride. Moving through nonmagical difficult
terrain does not cost the minotaur extra movement.

Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) piercing damage. If the
minotaur moved at least 20 feet straight toward the
target immediately before the hit, the target takes
an extra 13 (3d8) piercing damage. If the target is a
creature, it must succeed on a DC 16 Strength
saving throw or be pushed up to 10 feet away and
knocked prone.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 24 (3d12 + 5) slashing damage.

63
Minotaur Butcher
Large monstrosity (beastman), chaotic evil

Armor Class 18 (natural armor, shield)


Hit Points 142 (15d10+60)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 18 (+4) 6 (-2) 18 (+4) 12 (+1)

Saving Throws Int +1


Skills Athletics +7, Perception +9, Intimidation +5,
Stealth +3, Survival +6
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal
Challenge 7 (2,900 XP) Proficiency Bonus +3

Blood Greed. At the end of the minotaur's turn, if it


dealt damage to a creature with a weapon attack
since the end of its last turn, it goes berserk until
the end of its next turn. While berserk, it deals an
extra 9 (2d8) damage on hit with weapon attacks.
Blood Regeneration. The minotaur regains 10 hit
points at the start of its turn if it is berserk. The
minotaur dies only if it starts its turn with 0 hit
points and doesn't regenerate.
Brute. A melee weapon deals one extra die of its
damage when the minotaur hits with it (included in
the attack).
The Butchers are a notorious group of minotaurs,
renowned for their unparalleled brutality and efficiency in Labyrinthine Recall. The minotaur can perfectly recall
combat. Each member of this dreaded band wields a massive any path it has traveled.
meat cleaver, a weapon perfectly suited to their immense Land's Stride. Moving through nonmagical difficult
strength and savage nature. These cleavers are capable of terrain does not cost the minotaur extra movement.
hewing through flesh, bone, and armor with horrifying ease.
When the Butchers charge into battle, their cleavers flash Actions
through the air, leaving a trail of blood and dismembered Hewing Cleaver. Melee Weapon Attack: +8 to hit,
bodies in their wake. Their brutal fighting style and sheer reach 5 ft., one target. Hit: 17 (3d8 + 5) slashing
ferocity ensure that few can stand against them for long. damage, or 20 (3d10 + 5) slashing damage if used
Unlike other minotaurs driven by the immediate need to with two hands. The target must succeed on a DC
sate their hunger, the Butchers are known for slaughtering 16 Strength saving throw, or the minotaur
far more foes than they can devour at one time. Entire automatically hits the target with another Hewing
villages fall to their rampages, leaving behind a grisly tableau Cleaver attack as part of this action. If the target fails
of carnage. The Butchers string up the remaining corpses, by 10 or more, the attack is a critical hit. The
leaving them to rot as a grim warning to others and as a minotaur can only make one extra attack this way.
gruesome larder they can return to whenever they please.
These horrific displays serve both as a deterrent to would-be
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft.,
challengers and as a testament to their savage dominance.
one target. Hit: 18 (3d8 + 5) piercing damage. If the
minotaur moved at least 20 feet straight toward the
The Butchers' reign of terror spreads fear far and wide, with
target immediately before the hit, the target takes
their name becoming synonymous with relentless slaughter
an extra 13 (3d8) piercing damage. If the target is a
and unending horror. The sight of their macabre handiwork
creature, it must succeed on a DC 16 Strength
marks the territory of the Butchers, reminding all who see it
saving throw or be pushed up to 10 feet away and
of the monstrous appetites and barbaric cruelty that define
knocked prone.
these fearsome minotaurs.

64
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Minotaur Commanders
Minotaur commanders, known as Warbulls, are seasoned
veterans blessed by the dark gods, their strength and
resilience elevated to supernatural levels. These
commanders become engines of brutal destruction, their
colossal forms and overwhelming power making them
effective leaders despite their limited intelligence. The
greatest among them, the Doombulls, are towering figures of
unrelenting wrath and devastating might. Revered and feared,
Doombulls inspire a frenzied bloodlust in their followers,
driving them to fight with reckless abandon and brutal
efficiency. Their formidable presence alone can turn the tide
of battle, as their followers are emboldened by the sheer
power and ferocity they witness.
Both Warbulls and Doombulls lead through raw power and
presence, often commanding from the front lines where their
followers can see their unmatched might firsthand. Their
roars and bellows incite their beastmen hordes to
unparalleled ferocity, turning warbands into unstoppable
tides of destruction. While lacking in subtlety and strategic
cunning, their straightforward approach of overwhelming
force is brutally effective. The sight of a Doombull leading a
charge signals the arrival of chaos and carnage on an
unprecedented scale, striking fear into the hearts of even the
most seasoned warriors. These commanders rely not on
complex strategies but on their ability to inspire terror and
bloodlust, ensuring that their armies fight with the same
relentless savagery that defines them.

Minotaur, Warbull Actions


Large monstrosity (beastman), chaotic evil Multiattack. The minotaur makes two melee attacks.

Armor Class 16 (natural armor) Hewing Greataxe. Melee Weapon Attack: +9 to hit,
Hit Points 199 (21d10+84) reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing
Speed 40 ft. damage. The target must succeed on a DC 17 Strength
saving throw, or the minotaur automatically hits the
target with another Hewing Greataxe attack as part of
STR DEX CON INT WIS CHA this action. If the target fails by 10 or more, the attack
is a critical hit. The minotaur can only make one extra
20 (+5) 11 (+0) 18 (+4) 6 (-2) 18 (+4) 12 (+1) attack this way.

Saving Throws Int +2, Cha +5 Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Skills Athletics +9, Perception +12, Intimidation +9, target. Hit: 18 (3d8 + 5) piercing damage. If the
Stealth +4, Survival +8 minotaur moved at least 20 feet straight toward the
Senses darkvision 60 ft., passive Perception 22 target immediately before the hit, the target takes an
Languages Abyssal extra 13 (3d8) piercing damage. If the target is a
creature, it must succeed on a DC 17 Strength saving
Challenge 10 (5,900 XP) Proficiency Bonus +4
throw or be pushed up to 10 feet away and knocked
prone.
Blood Greed. At the end of the minotaur's turn, if it
dealt damage to a creature with a weapon attack since Bonus Action
the end of its last turn, it goes berserk until the end of
its next turn. While berserk, it deals an extra 9 (2d8) Slaughterer's Call. Up to three creatures of the
damage on hit with weapon attacks. minotaur's choice that are within 60 feet may choose
to become berserk until the end of the minotaur's next
Brute. A melee weapon deals one extra die of its turn. If a targeted creature has Blood Greed, it becomes
damage when the minotaur hits with it (included in the active until the end of the minotaur's next turn. Each
attack). creature that becomes berserk uses its reaction to
Labyrinthine Recall. The minotaur can perfectly recall any move up to half its speed and then make one melee
path it has traveled. weapon attack. The minotaur can only use this ability if
it is berserk.
Land's Stride. Moving through nonmagical difficult
terrain does not cost the minotaur extra movement.

65
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New Condition: Dazed
A dazed creature can’t take reactions and on its
turn, it must choose whether it gets a move, an
action, or a bonus action; it gets only one of the
three.

Minotaur, Doombull Barbed Fist. Melee Weapon Attack: +11 to hit, reach 5
ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the
Large monstrosity (beastman), chaotic evil
target is a creature, it must make a DC 19 Strength
saving throw. On failure, the target takes an additional
Armor Class 16 (natural armor) 13 (3d8) piercing damage and suffers a rending wound.
Hit Points 252 (24d10+120) While wounded this way, the target has disadvantage
Speed 40 ft. on Strength, Dexterity, and Constitution saving throws,
checks, and attacks, and its speed is halved. The injured
creature, or a creature within 5 feet of it, can use an
STR DEX CON INT WIS CHA action to make a DC 19 Wisdom (Medicine) check,
22 (+6) 11 (+0) 20 (+5) 6 (-2) 20 (+5) 14 (+2) ending the effect on a success. The effect also ends if
the creature regains 15 or more hit points.
Saving Throws Str +11, Int +3, Cha +7 Dazing Gore. Melee Weapon Attack: +11 to hit, reach 5
Skills Athletics +11, Perception +15, Intimidation +12, ft., one creature. Hit: 18 (3d8 + 6) piercing damage. If
Stealth +5, Survival +10 the minotaur moved at least 20 feet straight toward the
Senses darkvision 60 ft., passive Perception 25 target immediately before the hit, the target takes an
Languages Abyssal extra 13 (3d8) piercing damage. If the target is a
Challenge 14 (11,500 XP) Proficiency Bonus +5 creature, it must succeed on a DC 19 Strength saving
throw or be pushed up to 10 feet away and knocked
Blood Greed. At the end of the minotaur's turn, if it prone. If the target fails by 10 or more, the creature is
dealt damage to a creature with a weapon attack since dazed until the end of its next turn.
the end of its last turn, it goes berserk until the end of Hewing Greataxe. Melee Weapon Attack: +11 to hit,
its next turn. While berserk, it deals an extra 9 (2d8) reach 5 ft., one target. Hit: 25 (3d12 + 6) slashing
damage on hit with weapon attacks. damage. The target must succeed on a DC 19 Strength
Brute. A melee weapon deals one extra die of its saving throw, or the minotaur automatically hits the
damage when the minotaur hits with it (included in the target with another Hewing Greataxe attack as part of
attack). this action. If the target fails by 10 or more, the attack
is a critical hit.
Labyrinthine Recall. The minotaur can perfectly recall any
path it has traveled. Bonus Action
Land's Stride. Moving through nonmagical difficult Slaughterer's Call. Up to three creatures of the
terrain costs the minotaur no extra movement. minotaur's choice that are within 60 feet may choose
to become berserk until the end of the minotaur's next
Actions turn. If a targeted creature has Blood Greed, it becomes
Multiattack. The minotaur makes two melee attacks. active until the end of the minotaur's next turn. Each
creature that becomes berserk uses its reaction to
move up to half its speed and then make one melee
66 weapon attack. The minotaur can only use this ability if
it is berserk.
Minotaur Adventures
d8 Plot Hook
The Unholy Portal: A group of minotaurs is guarding a
mysterious portal in the forest, believed to be a
1 gateway to a dark realm through which demons
emerge. The players must fight their way to the portal
and find a way to close it to prevent further incursions.
The Crumbling Lair: The players are tasked with
exploring ancient ruins that have recently become
overrun by minotaurs. The ruins are believed to contain
2 powerful artifacts and lost knowledge. The minotaurs,
led by a brutal warbull, are using the ruins as a base for
their raids. The players must clear out the minotaurs
and uncover the secrets hidden within the ruins.
The Labyrinth's Heart: An ancient maze-like structure,
rumored to be the sacred ground of the beastmen, has
been discovered deep underground. The players are
3
tasked with exploring this unholy labyrinth and
reaching its heart, where a warbull is said to guard a
forbidden secret.
Minotaur Tactics The Hunting Grounds: The players are hunted by a
Common Traits group of elite flesh gorger minotaurs known for their
Formidable melee fighters.
relentless pursuit of prey. They must use their wits and
4
survival skills to turn the tables on their hunters,
Lower health but higher damage output.
leading to a final confrontation with the minotaur
Possess Blood Greed trait, increasing damage and
leader in their own hunting grounds.
appetite for flesh.
After a kill, they may gorge on the prey rather than pursue The Butchers’ Massacre: The players come across a
other nearby enemies. village decimated by a group of minotaurs known as
the Butchers. Corpses are strung up as gruesome
Minotaur Combat Style 5 warnings, and the surviving villagers are in desperate
Favors a full gore attack, knocking targets back 10 feet. need of help. The players must hunt down the
Typically backs up to charge again, unless blood greed is Butchers, stop their reign of terror, and find a way to
active. ensure the safety of other nearby settlements.
When blood greed is active, uses a greataxe or charges at Siege of the Sacred Grove: A grove considered holy by a
an accessible enemy, risking opportunity attacks. local druidic circle is under siege by minotaurs led by a
6 doombull, who aims to desecrate the site and devour
Minotaur Butcher its inhabitants. The players are enlisted to break the
Higher defense than regular Minotaurs. siege, protect the druids, and drive back the beastmen.
Blood Greed activation enhances Hewing Cleaver attack
and triggers Blood Regeneration for better survivability. Relic of Doom: A powerful relic capable of enhancing
magical abilities has fallen into the hands of a minotaur
Gorebull 7
transforming it into a doombul. The players must
Capable of making two attacks per turn; first a gore to venture into beastmen territory to retrieve the relic
knock a target prone, then a greataxe attack with before the doombull can fully harness its power to lead
advantage. a devastating attack on nearby human settlements.
Can charge at two different targets if able. Fresh Meat: A doombull known as The Butcher dwells
While under the effects of Blood Greed, prefers two in labyrinthian catacombs under a desecrated
Hewing Greataxe attacks for increased damage. 8 cathedral, and his insatiable appetite has claimed
Uses Slaughterer’s Call before combat to rally minotaurs numerous adventurers and travelers. The players are
and gain tactical advantage. hired to seek him out and put an end to his slaughter.
Doombull Minotaurs Art Credit
Begins combat by charging to knock a target prone.
Follows up with Barbed Fist to inflict wounds that can be Minotaur Token - Craig J Spearing, Wizards of the Coast
exploited by fellow minotaurs. Deathbellow Raider - Wayne Reynolds, Wizards of the
Coordinates attacks to keep the target prone, maximizing Coast
damage with Hewing Greataxe. Kragma Butcher - Daarken, Wizards of the Coast
Prioritizes reapplying wounds to maintain tactical Kazuul Warlord - Kev Walker, Wizards of the Coast
advantage if the target recovers. Canyon Minotaur - Steve Prescott, Wizards of the Coast
Minotaur Skullcleaver - Craig J Spearing, Wizards of the
Coast

67
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Minotaur Loot Minotaur, Doombull Loot Table
Most of the valuable goods that can be looted from minotaurs Looting Check Result or 1d20 + 7 Loot
are the remains of the equipment they were using or
1-9 1d6(3) 100gp Item
valuables they were carrying, though it is common to harvest
horns from their fallen. Most dropped valuables can be found 10-12 2d4(5) 100gp Items
using an Intelligence (Investigation) check.
13-19 1d6(3) 200gp Item
Alternatively, you can roll for the loot randomly using a flat
modifier. 20-24 2d4(5) 200gp Items
25+ 2d6(7) 200gp Items
Minotaur Loot Tables
The following tables describe the number of items and value
of those items the players are able to loot depending on the Example Minotaur Loot Names
result of their check or the results of your roll. If they're You can give the different types of items unique names based
making checks, you can have them make a separate check for on their material and value to help differentiate them from
each creature they're looting or use one check for multiple one another. The following tables provide some example
creatures at once to save time. names.

Minotaur Loot Table Example Common Minotaur Item Names


Looting Check Result or 1d20 + 3 Loot 1d4 5sp Item 1gp Item 2gp Item

1-5 2d4(5) 5sp Items 1 Cracked Majestic


Minotaur Horn
(Bone) Minotaur Horn Minotaur Horn
6-10 2d6(7) 5sp Items
2
11-17 2d4(5) 1gp Items Tattered Hide Intact Hide Pristine Hide
(Hide)
18-21 2d4(5) 2gp Items Rusted Masterwork
3 Blade/Armor
23+ 2d6(7) 2gp Items Blade/Armor Blade/Armor
(Metal) Fragment
Fragment Fragment
Minotaur, Flesh Gorger Loot Table 4 Cracked
Beastwood Prime Beastwood
Looting Check Result or 1d20 + 5 Loot (Wood) Beastwood

1-6 1 5gp Item Example Uncommon Minotaur Item Names


7-9 1d4(2) 5gp Items 1d4 5gp Item 10gp Item 20gp Item
10-16 1 10gp Items Cracked Majestic
1 Elite Minotaur
Minotaur Minotaur
17-21 1d4(2) 10gp Items (Bone) Warrior Horn
Warrior Horn Warrior Horn
22+ 1d6(3) 10gp Items
Intact
2 Tattered Pristine
Monstrous
Minotaur Butcher Table (Hide) Monstrous Hide Monstrous Hide
Hide
Looting Check Result or 1d20 + 5 Loot
3 Rusted Intact Masterwork
Intact Blade
1-8 1 10gp Item (Metal) Blade Intact Blade
9-12 1d4(2) 10gp Items 4 Cracked Prime
Warpwood
(Wood) Warpwood Warpwood
13-19 1d4(2) 20gp Items
20-24 1d6(3) 20gp Items Example Rare Minotaur Item Names
25+ 2d4(5) 20gp Items 1d4 50gp Item 100gp Item 200gp Item
Cracked Majestic
Minotaur, Warbull Loot Table 1 Minotaur Lord
Minotaur Lord Minotaur Lord
(Bone) Horn
Looting Check Result or 1d20 + 5 Loot Horn Horn
1-7 1 50gp Item Tattered Prisitine
2 Intact Minotaur
Minotaur Lord Minotaur Lord
8-11 1d4(2) 50gp Items (Hide) Lord Hide
Hide Hide
12-18 1 100gp Item 3 Rusted Runic Masterwork
Runic Blade
19-23 1d4(2) 100gp Items (Metal) Blade Runic Blade
24+ 1d6(3) 100gp Items 4 Cracked Prime
Runewood
(Wood) Runewood Runewood

68
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stoneheart
Stoneheart was once a powerful warlord
commanding a formidable beastman tribe, known
for his brutal strength and unwavering dominance. His reign
was challenged when a cunning bray speaker attempted to
seize control of the tribe by possessing Stoneheart’s body,
intending to use the mighty minotaur as a puppet to
command the tribe. However, Stoneheart’s will proved to be
extraordinarily powerful. In a remarkable feat of mental
fortitude, he managed to wrest control of his body long
enough to exact vengeance on the shaman’s physical form, This duality makes Stoneheart a fearsome and
which lay vulnerable and defenseless in a trance. unpredictable foe. The shaman’s spirit grants him a level of
After Stoneheart destroyed the shaman's body, the cunning and strategic thinking that is unheard of among
shaman’s spirit became trapped within him. This left the two minotaurs, making him a dangerous opponent on and off the
entities locked in a constant battle for control. When battlefield. However, the constant internal struggle between
Stoneheart is in control, he behaves and fights like a typical the two spirits also renders him prone to erratic and
minotaur doombull, exuding raw power and engaging in unpredictable behavior. Allies and enemies alike are never
relentless, brutal combat. However, when the shaman’s spirit certain which aspect of Stoneheart they will face: the
gains the upper hand, Stoneheart’s capabilities change unyielding brute force of the doombull or the dark, cunning
dramatically. Under the shaman’s influence, he gains access sorcery of the trapped shaman. This internal conflict drives
to mystic powers, allowing him to wield dark magic and Stoneheart’s actions, making him one of the most formidable
curses far beyond the reach of ordinary minotaurs. and enigmatic figures among the beastmen.

69
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stoneheart Hewing Greataxe. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 25 (3d12 + 6) slashing
Large monstrosity (beastman), chaotic evil
damage. The target must succeed on a DC 18 Strength
saving throw, or Stoneheart automatically hits the
Armor Class 16 (natural armor) target with another Hewing Greataxe attack as part of
Hit Points 315 (30d10+150) this action. If the target fails by 10 or more, the attack
Speed 40 ft. is a critical hit.
Tackle. Melee Weapon Attack: +12 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 4 (1d8) bludgeoning damage. If
Stoneheart moved at least 20 feet straight toward the
22 (+6) 11 (+0) 20 (+5) 6 (-2) 20 (+5) 14 (+2) target immediately before the hit, the target takes an
extra 13 (3d8) bludgeoning damage.
Saving Throws Str +11, Iin +3, Cha +7
Wing Puncturing Javelin. Melee or Ranged Weapon
Skills Athletics +12, Perception +17, Intimidation +14,
Attack: +12 to hit, reach 5 ft. or range 30/120 ft., one
Stealth +6, Survival +12
target. Hit: 16 (3d6 + 6) damage in melee or 12 (2d6 +
Senses darkvision 60 ft., passive Perception 26
6) piercing damage at range. If the attack targets a
Languages Abyssal
flying creature, it has advantage, and on hit, the target
Challenge 17 (18,000 XP) Proficiency Bonus +6
must succeed on a DC 19 Strength saving throw or be
knocked prone and dazed until the end of the creature
Blood Greed. At the end of Stoneheart's turn, if he dealt until the end of its next turn.
damage to a creature with a weapon attack since the
end of his last turn, he goes berserk until the end of his Atrophy Bolt (Only While Possessed). Ranged Spell
next turn. While berserk, he deals an extra 9 (2d8) Attack: +11 to hit, range 150 ft., one target. Hit: 10
damage on hit with weapon attacks. (3d6) necrotic damage, and the target is cursed for 1
minute or until Stoneheart is no longer possessed.
Brute. A melee weapon deals one extra die of its
damage when Stoneheart hits with it (included in the Spellcasting (Only While Possessed). Stoneheart is a
attack). spellcaster. His spellcasting ability is Wisdom (spell
save DC 18, +10 to hit with spell attacks). He knows
Corrupting Influence. At the start of Stoneheart's turn, the following spells:
each creature under the effects of his spells or cursed
by his Atrophy Bolt takes 10 (3d6) necrotic damage. 3/Day: devolve* (5th level), impending doom* (5th
level), vile tide* (5th level)
Labyrinthine Recall. Stoneheart can perfectly recall any
path he has traveled. *New Spells Found Later in Document
Land's Stride. Moving through nonmagical difficult Bonus Action
terrain does not cost Stoneheart extra movement.
Battle Cast. When Stoneheart uses his action to cast a
Possessed. At the end of each turn, if Stoneheart took spell, he can make one weapon attack or two Atrophy
30 or more damage and was not already Possessed, he Bolt attacks.
makes a DC 18 Charisma saving throw. On a failure, he
is Possessed by the spirit, changing his Intelligence to Legendary Actions
10 (Int +6), ending any Berserk effects, and making his Stoneheart can take 3 legendary actions, choosing from
concentration unbreakable. If Stoneheart takes 30 or the options below. Only one legendary action option
more damage in a turn while Possessed, he can attempt can be used at a time and only at the end of another
another Charisma saving throw to end the Possession creature's turn. Stoneheart regains spent legendary
and any spells he has cast. actions at the start of its turn.
Actions Check. Stoneheart makes a skill check that would
normally require an action.
Multiattack. Stoneheart makes two attacks.
Dark Surge (Only While Possessed). Stoneheart moves
Dazing Gore. Melee Weapon Attack: +12 to hit, reach 5 up to 20 feet in a straight line then makes an Atrophy
ft., one creature. Hit: 18 (3d8 + 6) piercing damage. If Bolt attack.
Stoneheart moved at least 20 feet straight toward the
target immediately before the hit, the target takes an Move. Stoneheart moves up to 20 feet without
extra 13 (3d8) piercing damage. If the target is a provoking attacks of opportunity.
creature, it must succeed on a DC 19 Strength saving Slam. Stoneheart moves up to 20 feet in a straight line
throw or be pushed up to 10 feet away and knocked then makes a Tackle attack.
prone. If the target fails by 10 or more, the creature is
dazed until the end of its next turn. Tenacious Will. If Stoneheart is suffering from an effect
that allows him to make a saving throw at the
beginning or end of his turn, he may immediately make
that save against the effect with advantage. He can use
this legendary action while incapacitated.

70
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Epic Battle: Dual Souls Spells
For an epic encounter with Stoneheart, give the Bray Devolve: Casts on creatures concentrating on spells of 5th
Speaker spirit possessing him its own pool of 310 hit points, level or higher.
which it regains after a short or long rest. Vile Tide: Used when it can target two or more opponents.
Whenever Stoneheart takes damage while possessed, the Impending Doom: Default choice when other spells aren't
damage is instead dealt to the Bray Speaker. If this damage optimal.
reduces the Bray Speaker to 0 hit points, Stoneheart takes
the remaining damage and loses the Possessed trait. Stoneheart Adventures
Conversely, if Stoneheart is reduced to 0 hit points, the Bray d4 Plot Hook
Speaker takes the remaining damage. In this case, the
The Dual Threat: The players are tasked with stopping a
Stoneheart automatically becomes possessed, losing the
series of brutal raids on nearby settlements. As they
ability to make saving throws to end the possession.
1 investigate, they discover that the raids are led by
Stoneheart only dies if both he and the Bray Speaker are
Stoneheart, who is unpredictably alternating between
reduced to 0 hit points. savage attacks and cunning ambushes.
For this encounter, increase Stoneheart's challenge rating
(CR) to 22. The Blood Moon: A rare celestial event known as the
Blood Moon is approaching, during which Stoneheart
Stoneheart Tactics 2 plans to perform a dark ritual to permanently merge
with the shaman’s spirit, becoming an even greater
Not Possessed threat.
Engages primarily in melee combat. The Siege of Darkwood: Stoneheart’s tribe has laid siege
Typical Attack Sequence: to a fortified town, using both brute force and dark
Gores a target, follows with a strike from his 3 magic to breach the defenses. The players must
Hewing Greataxe. infiltrate the besieging forces, disrupt the shaman’s
If movement permits, may gore two different influence, and find a way to break the siege
targets.
Against aerial opponents, uses Wing Puncturing A New Puppet: The players discover that the shaman’s
Javelin.
spirit is attempting to transfer itself into a new, equally
Utilizes legendary actions to maximize movement and
powerful host while keeping Stoneheart as a puppet.
4
damage output.
They must stop this transfer, battling the shaman's
chosen vessel and ensuring that both Stoneheart and
Possessed the shaman’s spirit are defeated.
Shifts to a spellcasting role, focusing on area control and
debuffs.
Maintains distance from opponents
Starts turns by maximizing Corrupting Influence effects,
targeting multiple opponents with spells.
Sequence in combat:
Casts a spell
Follows up with Hewing Greataxe for close
targets, or Atrophy Blot for ranged attacks.
Uses legendary actions for Dark Surge to
maintain battlefield control.

Stoneheart Art Credit


Rage-Scarred Berserker -
Antonio José Manzanedo,
Wizards of the Coast
Mogis's Favor - Uriah Voth,
Wizards of the Coast
Bloodforged Battle-Axe -
Alayna Danner,
Wizards of the Coast

71
Stoneheart Loot Example Stoneheart Loot Names
You can give the different types of items unique names based
Most of the valuable goods that can be looted from minotaurs on their material and value to help differentiate them from
are the remains of the equipment they were using or
one another. The following tables provide some example
valuables they were carrying, though it is common to harvest
names.
horns from their fallen. Most dropped valuables can be found
using an Intelligence (Investigation) check. Example Very Rare Stoneheart Item Names
Alternatively, you can roll for the loot randomly using a flat 1d4 500gp Item 1,000gp Item 2,000gp Item
modifier.
Cracked Pristine
Possessed
Stoneheart Loot Tables 1 Possessed
Minotaur Lord
Possessed
The following tables describe the number of items and value (Bone) Minotaur Lord Minotaur Lord
Horn
of those items the players are able to loot depending on the Horn Horn
result of their check or the results of your roll. If they're Tattered Intact Pristine
making checks, you can have them make a separate check for 2 Possessed Possessed Possessed
each creature they're looting or use one check for multiple (Hide) Minotaur Lord Minotaur Lord Minotaur Lord
creatures at once to save time. Hide Hide Hide
Stoneheart Loot Table 3
Rusted Bray-
Bray-Blessed
Masterwork
Looting Check Result or 1d20 + 7 Loot Blessed Runic Bray-Blessed
(Metal) Runic Blade
Blade Runic Blade
1-9 1d4(2) 500gp Items
Cracked Bray- Prime Bray-
10-11 1d6(3) 500gp Items 4 Bray-Blessed
Blessed Blessed
(Wood) Runewood
Runewood Runewood
12-18 1d4(2) 1,000gp Items
19-22 1d4(2) 2,000gp Items Example Legendary Stoneheart Item Names
23+ 2d4(5) 2,000gp Items 10,000gp
1d4 5,000gp Item Item 20,000gp Item
Stoneheart Epic Loot Table Cracked Eldritch Mighty Eldritch
1 Eldritch Horn
Looting Check Result Horn of Horn of
(Bone) of Damnation
or 1d20 + 7 Loot Damnation Damnation
1-9 1d4(2) 5,000gp Items Tattered Eldritch Prisitine Eldritch
2 Eldritch Hide
Hide of Hide of
10-13 1d6(3) 10,000gp Items (Hide) of Damnation
Damnation Damnation
14-23 1d4(2) 20,000gp Item Masterwork
3 Rusted Blade of Blade of
24+ 1d6(3) 20,000gp Items Blade of
(Metal) Torment Torment
Torment
4 Cracked Prime
Doomwood
(Wood) Doomwood Doomwood

72
Revision Numbers
Beastmen Infantry
Referenced Content Shorthorn 1.0.0
Shorthorn Tormentor 1.0.0
New Spells Shorthorn Raider 1.0.0
Lore of Beasts Shorthorn Stalker 1.0.1
Amber Spear 1.0.0 Longhorn 1.0.0
Aspect of the Beast 1.0.0 Longhorn Ravager 1.0.0
Bestial Spirit 1.0.0 Besthorn 1.0.0
Call of the Pack 1.0.0 Besthorn Manripper 1.0.0
Impenetrable Pelt 1.0.0 Warhorn 1.1.0
Monstrous Transformation 1.1.1 Beastlord 1.0.0
Primal Dominance 1.0.0
Summon Flock 1.0.0
The Dark Omen
Wild Surge 1.0.0 The Dark Omen 1.0.0

Lore of Death Megatuars


Aspect of Dread 1.0.1 Megataur 1.0.0
Crippling Pain 1.0.0 Megataur Blood Brute 1.0.0
Horrifying Laughter 1.1.0
Impending Doom 1.0.0
Minotaurs
Minotaur 1.0.0
Purple Sun 1.0.0
Minotaur Flesh Gorger 1.0.0
Spirit Leech 1.0.0
Minotaur Butcher 1.0.0
Wind of Death 1.0.0
Minotaur Warbull 1.0.0
Lore of Shadow Minontaur Doombull 1.0.0
Creeping Strike 1.0.0
Mindrazors 1.0.0
Stoneheart
Stonehart 1.0.0
Mirror Dance 1.0.0
Mystifying Miasma 1.0.0
Penumbral Pendulum 2.0.0
Pit of Shadows 1.0.0
Shroud of Dusk 1.1.0
Unseen Lurker 1.0.0
Withering Resolve 1.0.0

Lore of The Wild


Devolve 1.0.0
Mad Rampage 1.0.0
Mystic Signal 1.0.0
Primal Scream 1.0.0
Savage Dominion 1.1.0
Traitor-Kin 1.0.1
Vile Tide 1.2.0

Local Content
New Creatures
The Brass Bull
The Brass Bull 1.0.0

Bray Speakers
Lesser Bray Speaker 1.0.0
Bray Speaker 1.0.0
Great Bray Speaker 1.0.0

73
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
Document
2.0.0
Add minotaur theme creatures

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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